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Cheap placeable tricks?


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#1
rjshae

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Anybody have some unusual uses for the standard placeables?

Here's a few I use from time to time:
  • Lower a single crate until the top is just poking up above the ground, lock the height, then make it an environmental object. It looks just like a floor trap. Adding a properly scaled plate around the edge helps enhance the effect.
  • Take the crane placeable, then resize one of the bags and place it so as to overlap the rope. At double normal height and ~half width it looks like a punching bag, or it can be scaled for use just as a load on the rope
  • Create a light source that matches a natural sunshine, put it over a door handle leading to the outside, then run a script in the door open/close events to turn it one when the door is opened (and off when closed). The script just needs to look for the nearest light.
  • For a more natural gait of NPCs following waypoint tags, try changing the speed of older NPCs to Slow.
  • Dirt shadow effects are excellent for creating pseudo-shadows under tables, &c.
  • One of the barricades will work well for producing a boarded-up window look.
  • Whenever I place a bench or chair somewhere, I frequently add a tintable cushion on the seat to make it look like somebody has been using it. Open books are also good for this purpose.
  • Some of the placeables are tintable even though it doesn't say so in the parameter settings. Several of the rugs are, for example.
Thanks.

Modifié par rjshae, 07 mai 2012 - 10:20 .


#2
kamal_

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there was a thread a while ago on alternate uses for placeables. have to find it.

#3
Dann-J

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I also have many uses for those invisible collision boxes/balls. You can scale them to surround placeable effects or parts of larger models (windows in buildings, for instance), then give the collision box/ball a conversation or an OnUsed script. They allow you to interact with things that you normally wouldn't be able to.

I used them in Isle of Shrines to allow players to harvest fruit from trees and plants, and for using portals. I will be using a similar technique in an upcoming module to gain access to a cellar door that is part of one of the building placeables.

#4
PJ156

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This is my favorite subject :)

I have used all but the punch bag idea and the light on the door and I will look at those.

There are a few examples of things you can do in this screen which I used for another post on LOS.

1024x768http://img851.imageshack.us/img851/1503/question1l.jpg[/IMG]

The dirt vfx makes a huge difference to rooms, even empty ones. Place them also in corners and around obejects to take the glow off the floor and make it appear worn.

Many items can be scaled and used for wall coverings on the standard interiors. The bar placeables are very good for this and give a luxurios wood paneling effect as do bookcases. The lighter room top middle uses one of the pedestals to the same effect giving a paneled room.

Books are especialy versatile. There is one that comes with a purple cover which is of odd dimensions. Scale that up and it has great detail on it. I have used that as a floor and a table top.

The marbled table in the estate set makes a good floor or fireplace, as does Table (01).

The shop counter 02 can be used in any number of ways; flat to form planks or upright for sides. I ahve built whole boocases out of in not to mention bridges and walkways.

One of the blankets also forms good planks (the tintable one).

I have used the plane dinner plate for a ring. Scale it 0.1,0.1,2 then sink it into the table top till it just shows as a ring. make it usable and give the pc a ring on used. It makes for a very baldurs gate z key experience as it is so small.

My favorite is the lecturn though. It can be tinted and I have used it to form mosaics and tiled floors. in the image above the blue and orange floor is made of many lecturns.

Use the Mulsantir door for a fireplace.

Generaly I look for detail on the model I can expliot I a new way. Once I see a model with something interesting to it I scale it, shrink it sink it and tint it (as you say some can be when they do not seem to be) to see if it can be used in any other way. Loads of fun :)

PJ

   

Modifié par PJ156, 07 mai 2012 - 11:15 .


#5
Alupinu

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Here’s a few I’ve been playing with recently.

·         Take a “Dinning Ware{04 Cup}” give it the dimensions 2,2,.6 and now you have bowl to add to your Dinner Ware collection.

·         Go to your items menu and find “Broken Item” make a sub menu and several broken items blue print copies then name them Broken glass, Broken Pottery, Broken Wood Splinters, ect. This is much better than just generic “Broken Item”.

·         Here’s a fun one. Paint down a Pile of Bones, then script a trigger, “create_skeletone”, “destroy_pile of bones” and then paint the scripted trigger around the pile of bones. Now you have a pile of bones that assembles into an attacking skeleton if somebody gets to close.

·         This last one I’m particularly proud of. This is how to make a magically and working appearing bridge.  First make a walkmesh helper to size of your bridge. Put into place then bake. You should have an invisible bridge now. Set a collision box on top of the bridge, making sure it reaches from end to end. This is to prevent the player from crossing the bridge prematurely. Paint down a lever, script “create_object” (Your bridge_plc or fx) “destroy_collision box” attach script to lever. Now you have a bridge that appears magically when the pc pulls a lever. I use this one a few times in Fanglewood.

Modifié par Alupinu, 08 mai 2012 - 06:34 .


#6
Dann-J

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The bridge trick is a good one. You could even use several beam VFX to create a magical energy bridge. Several beams of different colours could form a rainbow bridge (pot of gold on the other side optional).

Instead of destroying the collision box, you could place its base well below the level of the walkmesh helper and scale it right down in the Z axis when the bridge is spawned. Then scale it up again when the bridge is gone.

#7
rjshae

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I like the cup => bowl idea. One can never have enough cutlery, or stuff to place on shelves. Some of the fence posts are useful for creating support beams, such as on the back side of a balcony or if you want to put a house on stilts over water. The tintable bedrolls are handy for rolls of fabric in a tailor's shoppe. Scaled down meat slabs look like fish. ...

#8
Alupinu

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DannJ wrote...

The bridge trick is a good one. You could even use several beam VFX to create a magical energy bridge. Several beams of different colours could form a rainbow bridge (pot of gold on the other side optional).

Instead of destroying the collision box, you could place its base well below the level of the walkmesh helper and scale it right down in the Z axis when the bridge is spawned. Then scale it up again when the bridge is gone.

On one bridge I used 5 duel sets of red god lights VFX, gives the impression of running down a runway.
How do you change Z axis vie script? I didn't even know that was possible.


rjshae wrote...

I like the cup => bowl idea. One can never have enough cutlery, or stuff to place on shelves. Some of the fence posts are useful for creating support beams, such as on the back side of a balcony or if you want to put a house on stilts over water. The tintable bedrolls are handy for rolls of fabric in a tailor's shoppe. Scaled down meat slabs look like fish. ...

I like using the sharpen fence post scaled down makes for a great pit spike and the bed rolls can also be scaled to look like rolled-up rugs or carpet.
 

Modifié par Alupinu, 09 mai 2012 - 07:57 .


#9
Lugaid of the Red Stripes

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@alpinu: I'm pretty sure he meant use SetScale to make the block flat, that's why he said position the block just below the walkmesh helper, so that a flattened block would fit underneath it.

#10
Dann-J

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Lugaid of the Red Stripes wrote...

@alpinu: I'm pretty sure he meant use SetScale to make the block flat, that's why he said position the block just below the walkmesh helper, so that a flattened block would fit underneath it.


That right. SetScale(oBridge, 1.0, 1.0, 0.01), or however much you need to scale down in the Z axis to drop the collision box bounds below the walkmesh.

#11
Alupinu

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DannJ wrote...

Lugaid of the Red Stripes wrote...

@alpinu: I'm pretty sure he meant use SetScale to make the block flat, that's why he said position the block just below the walkmesh helper, so that a flattened block would fit underneath it.


That right. SetScale(oBridge, 1.0, 1.0, 0.01), or however much you need to scale down in the Z axis to drop the collision box bounds below the walkmesh.


 Interesting, I might have to try that, thanks.

#12
PJ156

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rjshae wrote...

I like the cup => bowl idea. One can never have enough cutlery, or stuff to place on shelves. Some of the fence posts are useful for creating support beams, such as on the back side of a balcony or if you want to put a house on stilts over water. The tintable bedrolls are handy for rolls of fabric in a tailor's shoppe. Scaled down meat slabs look like fish. ...


The beams can make door frames as well, though the best for this is one of the paintings (the one of the blue knight). Scale it up to the right dimensions and place the door inside the frame (it is the only picture that is 3D in this respect so the frame has depth). You need to put a black tile block behind the door or else you see the picture when you open the door (does anyone know a way round that?). Using that idea you can have a door pretty much any where you like.

PJ

#13
Alupinu

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Alupinu wrote...

DannJ wrote...

Lugaid of the Red Stripes wrote...

@alpinu: I'm pretty sure he meant use SetScale to make the block flat, that's why he said position the block just below the walkmesh helper, so that a flattened block would fit underneath it.


That right. SetScale(oBridge, 1.0, 1.0, 0.01), or however much you need to scale down in the Z axis to drop the collision box bounds below the walkmesh.


 Interesting, I might have to try that, thanks.



Well I tried your idea and this is what happen - it didn’t work. For the following reason, I believe. Definition of Dynamic Collision, “If set to true, and the object is non-static, the object will have collision and the player will not be able to run over or through it.” Even with the Z dimension set to 0.01 and set under the walkmesh, the player is not able to run over the object. But I still like your thinking.

#14
Dann-J

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It sounds like the collision bounds aren't dynamically reset when you rescale it. Collision may be an all-or-nothing thing (it's either there as it was when the area loaded, or it's not). It's a pity there's no way of forcing the area to recompute collision (like RecomputeStaticLighting does for placeable illumination).

Unless perhaps leaving the area and coming back does that? That wouldn't help with the bridge scenario though, unless the trigger was in another area.

#15
Shaughn78

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-Three of the floating hag placeables, a big slightly scaled cauldron and a boiling sound effect makes a great stew of bobbing heads. What monster camp is complete without one of those.

-jungle light VFX adds a lot to the upper story of ruins that have sections of the roof collapsed allowing light from outside in.

-Scaled down bed rolls make great simple parchment rolls

-A creature turned into a statue (unbumpable, no convo turning, stone skin) placed sticking out of a boulder is a decent unfinished piece of art.

#16
rjshae

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Shaughn78 wrote...

-Three of the floating hag placeables, a big slightly scaled cauldron and a boiling sound effect makes a great stew of bobbing heads. What monster camp is complete without one of those.

-jungle light VFX adds a lot to the upper story of ruins that have sections of the roof collapsed allowing light from outside in.

-Scaled down bed rolls make great simple parchment rolls

-A creature turned into a statue (unbumpable, no convo turning, stone skin) placed sticking out of a boulder is a decent unfinished piece of art.


Great ideas! I love the bobbing heads in a cauldron.

#17
rjshae

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A few more ideas:

  • Taking the waterfall splash placeable, setting the scroll rate to v=0.2 and the vertical scale to 0.1 gives a ripple effect that can work for coastline rocks in the OM. It also works in combination with the fx_shoreline placed effect. I preferred the third waterfall spash placeable, but the other two may work better for your campaign.
  • Turned sideways, made usable, and sunk most of the way into the wall, the Armor Rack {B06 (X1)}} placeable makes a hard-to-see button (if you're into making players search for hidden buttons). I've also used it as a parrot perch for one of the bird placed effects from SoZ.
  • The column placeable in the Estate placable set can be used to cover up the rock columns in the Interior tileset. Just scale out the column to 1.2, 1.2, 1.0 and set the tint to a dark brown (or whatever works for your tinting scheme).
  • Some of the lamps can be moved into an altar, cabinet or similar solid placeable, then lowered until only the top, candle-holder portion is showing. It makes for a decent votive candle.

Modifié par rjshae, 30 mai 2012 - 10:05 .


#18
Morbane

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Not necessarily a placeable but...

I adjusted the z axis of the RWS Gelatinous Cube to .01 and made a fairly decent Slime - if not a bit square shaped but gooey looking just the same.

#19
MasterChanger

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Morbane wrote...

Not necessarily a placeable but...

I adjusted the z axis of the RWS Gelatinous Cube to .01 and made a fairly decent Slime - if not a bit square shaped but gooey looking just the same.


RWS Creature pack includes oozes/slimes: http://nwvault.ign.c...l.Detail&id=397

I actually once took one of those oozes/slimes, flattened it, and tinted it really dark to make a leach. It moved a bit strangely but it was still fun!

#20
Morbane

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hmph - that fixes that ;\\

#21
Dann-J

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I've always just used flattened out water elementals for oozes, with any of the VFXs that cause transparency (camouflage, ghost, etc). Why go to the trouble of adding custom content when one gooey blob looks pretty much like another gooey blob?

I tried the RWS ooze, but I couldn't synch the walk rate or step distance to the animation. It looked like it was moonwalking (or at least mooncrawling). Admittedly I didn't spend much time trying to get it right.

#22
MokahTGS

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DannJ wrote...

I've always just used flattened out water elementals for oozes, with any of the VFXs that cause transparency (camouflage, ghost, etc). Why go to the trouble of adding custom content when one gooey blob looks pretty much like another gooey blob?

I tried the RWS ooze, but I couldn't synch the walk rate or step distance to the animation. It looked like it was moonwalking (or at least mooncrawling). Admittedly I didn't spend much time trying to get it right.


If you modify the texture scrolling on the RWS slimes you can make them look like they are oozing when they move.  I've been very happy with the results.

#23
Morbane

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MokahTGS wrote...
If you modify the texture scrolling on the RWS slimes you can make them look like they are oozing when they move.  I've been very happy with the results.


How is that done pls?

#24
kamal_

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Morbane wrote...

MokahTGS wrote...
If you modify the texture scrolling on the RWS slimes you can make them look like they are oozing when they move.  I've been very happy with the results.


How is that done pls?

uv scrolling under properties.

#25
kamal_

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Bedroll 3 with dimensions 0.65, 6, 0.65. Set all colors to the same color, and you have a round horizontal beam. Make it dark brown for wood. White and larger for a snow bridge... etc. Too much larger in the second number and the texture stretching gets bad, so just place some side by side if you need a longer beam. Turn them reddish and turn on UV scrolling with a 0.1 on the V number and you have a lava tube, or filler lava for a channel.

Set the first two colors to one color, and the third to another, and you have a glass tube filled with something, bound by something of the first colors (so pick a metal color for instance). This works well when you add uv scrolling for the illusion of motion.