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Interior levels - walls are black on one side?


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#1
georage

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OK, this may be a stupid question, but how are you guys making interior levels?

I created a nice set of rooms, but one side of the wall is black ... how do you hide that?

I guess I could slide another set of walls facing the other way atop it, and rotate them, but that seems like a horrible kludge.

Are there 2-sided walls? 

#2
Quilnux

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In most toolsets for most games, (including Bioware, Bethesda and Microsoft) most level editors and tool kits will only use 1 sided textures for walls and boundarys. They do this for a few reasons, notibly: it's faster to do just one side since most of the time, you won't see the other side; reduces memory and rendering resources. Why render the other side when it will never be seen. there are other reasons but those are the two prominent ones. The best way to do this is to take each wall and put them back to back. to resolve the "kludge" you refer to, you can put the walls on top of each other (merge them as 1 wall) and just have one face one way and the other the other way. You don't need them to be back to back. Keep in mind that they are only rendered one sided so connecting them as 1 unit should not cause problems. The game will not care of they are inside each other.

#3
Erenz

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There are indeed 2-sided walls. For example, fhi_wallrailhalf_0 is one.

#4
DMDraos

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Quilnux wrote...

In most toolsets for most games, (including Bioware, Bethesda and Microsoft) most level editors and tool kits will only use 1 sided textures for walls and boundarys. They do this for a few reasons, notibly: it's faster to do just one side since most of the time, you won't see the other side; reduces memory and rendering resources. Why render the other side when it will never be seen. there are other reasons but those are the two prominent ones. The best way to do this is to take each wall and put them back to back. to resolve the "kludge" you refer to, you can put the walls on top of each other (merge them as 1 wall) and just have one face one way and the other the other way. You don't need them to be back to back. Keep in mind that they are only rendered one sided so connecting them as 1 unit should not cause problems. The game will not care of they are inside each other.


I am having the same question here. The two sided wall mentioned in this thread is only a half wall. I'm looking for a full wall, two sided. Merging two walls together, facing opposite directions does not work; both end up black without their textures showing. Short of manually moving walls back to back, which causes other space issues and takes time without the snap functionality, is there another way to do this? You see it all through the main game, so it's obviously possible.

#5
Sabrel

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First thing, download and use http://social.biowar...oject/41/#files . It will let you search through models a million times faster than the toolset.







Then, the trick to making double-sided walls work is that most walls in the toolset that don't start double-sided are actually made in pairs. If you try to use two of the same model and line it up, you get the effect you mentioned where their blackboxes overlap. Instead you need to find the model for one side of the wall, and then the paired model for the other side.







Usually they have the same model name, but with a different number, like tti_wallfull_01 and tti_wallfull_02. If you match the right pairs, the walls will line up easily and display fine.