Food for thought...
I don't know how I did it but I've got a rough idea and since doing it I can't seem to do it again, but I had for quite a time placeables that could be turned on all axis's making placing stuff on slopes a lot easier.
Whilst moving a camera I didn't realise I'd selected a load of placeables too and as I dragged it around the placeables jumped to its angle. I was really happy until I realised that I didn't know how to get them back and had to close and reopen the area and start again !
But that proves it's possible to move them like a camera I just don't know what combination of buttons it was but I'm pretty sure you need a camera selected with them.
Tiltable placebles !
Débuté par
Guest_Iveforgotmypassword_*
, avril 20 2012 12:01
#1
Guest_Iveforgotmypassword_*
Posté 20 avril 2012 - 12:01
Guest_Iveforgotmypassword_*
#2
Posté 21 avril 2012 - 03:32
Being able to pitch placeables at an angle would have a lot of uses. I have no idea how it can be done. Maybe you've discovered an Easter egg?
#3
Posté 21 avril 2012 - 03:49
I spent some time trying to recreate this based on you saying you had a camera selected as well as objects. Not sure how you managed, I wasn't able to do so. It would certainly be highly useful. It you can recreate it take a screenshot and post how!
#4
Posté 21 avril 2012 - 05:01
Oh my god, I just did it!
When i dragged the box to select the camera and the placeable, the box remained visible as it sometimes does. While the box was visible I was able to tilt the camera and the placeable on the z axis by holding alternae and moving the mouse side to side.
400x300https://lh6.googleusercontent.com/-Hchg95AazCI/T5LpDrSpPZI/AAAAAAAAALM/pOJRKC1UiRo/s1280/Fullscreen%2520capture%25204212012%252010353%2520PM.jpg[/img]
When i dragged the box to select the camera and the placeable, the box remained visible as it sometimes does. While the box was visible I was able to tilt the camera and the placeable on the z axis by holding alternae and moving the mouse side to side.
400x300https://lh6.googleusercontent.com/-Hchg95AazCI/T5LpDrSpPZI/AAAAAAAAALM/pOJRKC1UiRo/s1280/Fullscreen%2520capture%25204212012%252010353%2520PM.jpg[/img]
Modifié par M. Rieder, 21 avril 2012 - 05:09 .
#5
Posté 21 avril 2012 - 05:13
Oh! So frustrating. Can't reproduce it!
#6
Posté 21 avril 2012 - 05:16
I'm sure it had to do with the way I dragged the mouse to select them both, but I can't do it that way again. I'm not sure exactly what I did when I dragged the mouse. Now I havea workbench that is stuck sideways.
#7
Posté 21 avril 2012 - 05:16
But does it stay tilted when you run the game?
#8
Posté 21 avril 2012 - 05:19
Okay, I think I got it.
Here are the steps:
1) Select the camera
2) Drag a box over the camera and placeable
3) hold alt+right click and move the mouse laterally.
This has been working for me. I'll post some more screenshots.
GREAT JOB TSONGO! YOU ARE A HERO!
Here are the steps:
1) Select the camera
2) Drag a box over the camera and placeable
3) hold alt+right click and move the mouse laterally.
This has been working for me. I'll post some more screenshots.
GREAT JOB TSONGO! YOU ARE A HERO!
#9
Posté 21 avril 2012 - 05:22
Hellfire_RWS wrote...
But does it stay tilted when you run the game?
Nope. Oh well. Tsongo is still a hero, though.
#10
Posté 21 avril 2012 - 05:27
I just managed to get it to do it. I did it the same way M. Deider indicated. It did not appear ingame.
500x300http://dl.dropbox.com/u/3879894/tilting%20placeables.jpg[/img]
500x300http://dl.dropbox.com/u/3879894/tilting%20placeables.jpg[/img]
Modifié par kamal_, 21 avril 2012 - 05:35 .
#11
Posté 21 avril 2012 - 05:41
Even if it did appear in game would you really want to use it? I don't think the engine was designed for such an application. I'd be in fear of bad things happening further down the road, bugs an ect.
#12
Posté 21 avril 2012 - 05:48
Yes. I can think of a lot of things I'd like to do but can't just because Obsidian didn't put any texture on the bottom of almost all of their models, and on the sides of some of them (like paintings). Also think about things like ruins where you want to have stuff falling over.Alupinu wrote...
Even if it did appear in game would you really want to use it?
#13
Posté 21 avril 2012 - 05:58
kamal_ wrote...
Yes. I can think of a lot of things I'd like to do but can't just because Obsidian didn't put any texture on the bottom of almost all of their models, and on the sides of some of them (like paintings). Also think about things like ruins where you want to have stuff falling over.Alupinu wrote...
Even if it did appear in game would you really want to use it?
Maybe your right kamal, it just seems so unnatural. LOL
#14
Posté 21 avril 2012 - 06:50
This has more possibilities than I can think of right now.
Has anyone tried position locking the placeable then running the game?
PJ
[Edit] Just did and it does not show up in the game.
Has anyone tried position locking the placeable then running the game?
PJ
[Edit] Just did and it does not show up in the game.
Modifié par PJ156, 21 avril 2012 - 06:57 .
#15
Posté 21 avril 2012 - 07:10
if you look at a tilted placeable, the "position no snap" in the properties of a tilted object now has a fourth number, but none of the numbers can be manually changed, you can't select that property. If you close the area and reopen it, the placeable it back in it's proper orientation. So it seems that the tilt information doesn't get stored.
Tilted placeables do odd things to the walkmesh, I have problems with click movement and have to wasd steer. The tilted placeable also doesn't seem to get cut out of the walkmesh at all.
Tilted placeables do odd things to the walkmesh, I have problems with click movement and have to wasd steer. The tilted placeable also doesn't seem to get cut out of the walkmesh at all.
#16
Posté 21 avril 2012 - 07:23
It was also very limited in how much tilt you can apply. I could not get it to go all the way over. Did you manage that kamal_?
PJ
PJ
#17
Posté 21 avril 2012 - 07:34
I got it to nearly 90 degrees. I didn't try for a complete flip.
To use this, there would have to at least be a toolset plugin or something, to save the tilt orientation. As I said, the properties show it, so the toolset is aware of it in some way. And as I said, it seemed to do bad things to the walkmesh. The amount of work involved, and the number of people in the community that know enough to do something like that, mean it'll probably not .happen.
Someone may want to try grouping the camera with the placeable, and then using scripts to tilt the camera ingame. You'd still have to set up walkmesh cutters or something to get the walkmesh.
To use this, there would have to at least be a toolset plugin or something, to save the tilt orientation. As I said, the properties show it, so the toolset is aware of it in some way. And as I said, it seemed to do bad things to the walkmesh. The amount of work involved, and the number of people in the community that know enough to do something like that, mean it'll probably not .happen.
Someone may want to try grouping the camera with the placeable, and then using scripts to tilt the camera ingame. You'd still have to set up walkmesh cutters or something to get the walkmesh.
#18
Posté 21 avril 2012 - 10:53
Amazing! After all this time and someone stumbles on this! Too bad it is mostly a bug rather than a new toolset manipulation option.
#19
Posté 22 avril 2012 - 12:25
Early on when NWN2 was first released there was a plugin that let you rotate placeables. Wasn't long after that Obsidian patched out allowing the tilt to stay when you ran the game. later they patched out the ability to use Day, night and skydomes in interrior areas, I would love it if someone figured out how to use tilted placeables.
#20
Posté 22 avril 2012 - 12:31
Power Bar was the name of the plugin, but the functionality was removed when it didn't work in game.
Powe Bar Plugin
Powe Bar Plugin
#21
Posté 22 avril 2012 - 01:37
#22
Guest_Iveforgotmypassword_*
Posté 22 avril 2012 - 09:42
Guest_Iveforgotmypassword_*
M. Rieder wrote...
.
GREAT JOB TSONGO! YOU ARE A HERO!
I just had to repost this bit !
#23
Posté 22 avril 2012 - 02:05
For Tsongo!
#24
Guest_Iveforgotmypassword_*
Posté 22 avril 2012 - 02:37
Guest_Iveforgotmypassword_*
Dorateen.. I didn't know what to expect from that link but as soon as I saw the title I was laughing.
Nice one.
Nice one.
#25
Posté 22 avril 2012 - 10:39
I can imagine all sorts of nasty walk mesh related things happening if the game allowed you to tilt a static placeable - especially a walkable one.
Does the tilt not show up even if you make a placeable an environmental object?
I suppose you could always try creating a tilted model VFX. Even if you can't tilt the VFX itself, you could always assign a skeleton and a non-looping animation to it - if you could find an animation that doesn't return to the upright 'idle' position at the end.
The rock throwing VFX in Little Baron's Cowtapult assigned the skeleton and animation of a chest to other models to make them tumble in the air. I imagine by timing the length of the animation you could stop a model VFX at a jaunty angle.
Does the tilt not show up even if you make a placeable an environmental object?
I suppose you could always try creating a tilted model VFX. Even if you can't tilt the VFX itself, you could always assign a skeleton and a non-looping animation to it - if you could find an animation that doesn't return to the upright 'idle' position at the end.
The rock throwing VFX in Little Baron's Cowtapult assigned the skeleton and animation of a chest to other models to make them tumble in the air. I imagine by timing the length of the animation you could stop a model VFX at a jaunty angle.
Modifié par DannJ, 22 avril 2012 - 10:40 .





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