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Ephemeral Door Model


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#1
AndarianTD

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In trying to make a renamed copy of a door for Sanctum v4, I seem to have managed to create something that the game treats as visible but insubstantial. It appears in game and can be locked, unlocked, opened and closed, but NPCs can also see through it and everyone can walk through it. My modeling skills are relatively crude and what I did was simply a find/replace job in the text version of the model file. I was wondering if anyone with more modeling experience might be able to suggest what I might be overlooking that could cause this (and how to fix it).

More details: one of the doors in the Futuristic City / Starship Interior hak overrides the standard "Rusted Door" (T_Door05). I wanted to move it to another model name and slot in genericdoors.2da and restore the base game's rusted door, in case I ever wanted to use it. The edited model is the one that seems to have the problem. I put the edited model online here in case anyone wants to take a look at it.

Modifié par AndarianTD, 10 juin 2012 - 05:19 .


#2
Rolo Kipp

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<doffing his floppy hat...>

My first thought is that you are missing the new (renamed) .dwk model that goes with the door. The .dwk is the animated walkmesh blocker that doors use to block movement and sight.

Look for T_Door05.dwk and rename it to match your new door name. Try that, anyway ;-)

<...off the top of his head>

#3
AndarianTD

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Rolo: That sounds like it's probably it. Thanks for explaining what the dwk files are for. I'll try it out!

EDIT: That was it. Thanks!

Modifié par AndarianTD, 10 juin 2012 - 05:17 .