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Double sided walls?


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16 réponses à ce sujet

#1
DMDraos

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I've spent the last 45min or so going over the wiki and the forum here to answer a single question: when making a level, how do I get "double sided" walls? The models I've seen only have walls with textures on a single side. If I'm making a large area with rooms inside, I need to have walls that display texture on the inside and out.

I hope I'm making sense. It seems like such a simple thing. Hopefully I haven't missed this bit in the DA wiki...I went over the level editor and other information available about creating levels. =/

#2
DMDraos

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Mmmmkay. Found this: http://social.biowar...74/index/327654



Going to take a broader look. I've been using the FTI models primarily and didn't see any double sided walls.

#3
Sojurne

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some of them you have to slap two walls together , one on each side ... if you take a look at some of the assets that are already made, you can see there is a small gap inbtween them thats all it takes :P


#4
TimelordDC

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Can't you just place 2 of them side-by-side joined on the non-textured side?

#5
DMDraos

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I've tried putting two back to back, as it has been suggested. I'll try spacing them. The problem is, you have to turn the snapping/magnet off when doing this, so the margin for error is high when moving the wall. Simply putting them inside one another, as it's also been suggested, results in both sides displaying black without texture. I'll try a small amount of spacing.



It just seems like there should be double sided FULL wall models.

#6
Awildawn

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thank you for this topic. I tried to make the interior walls very thin and ended up with no walls at all when trying to use my interior level in an area. That didn't happen in my exterior area but I suppose it is because black walls are disabled.

So now I'm going to add spaces between all my back to back walls.

#7
DMDraos

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Right...I'm just wondering if there are any tips to make it easier than manually moving the object, checking, moving, rechecking, etc. You have to turn the magnet tool off, which means you can slide it around, but if you don't line it up properly, it's very obvious in game.

#8
FalloutBoy

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I'm waiting for the level files from the OC to be released before I do too much level building. I plan to make lots of prefabs from them, including double-sided walls that have already been tweaked to look good in game.


#9
DMDraos

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FalloutBoy wrote...

I'm waiting for the level files from the OC to be released before I do too much level building. I plan to make lots of prefabs from them, including double-sided walls that have already been tweaked to look good in game.


Hmm, I hadn't heard anything about this. Is there a timeline/ETA at this point? It did seem like the toolset was a bit light in the models/placeables department. For now, I'm doing this all to learn. Even if I need to redo it at a later point, it should be simple enough to replace the current models with newer ones. :)

Thanks for your comment, though...good to know.

#10
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.

#11
DMDraos

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Sabrel wrote...

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.


Yeah, I'm already using the DA model viewer tool. Very helpful. :D

As for the walls, I'll give that a try tonight. Just to clarify, though, you're saying keep the magnet/snap on and literally layer them over one another, pointing the opposite directions. Provided I use their counterpart, it should display without any issues? If that's true, then you = amazing.

#12
DMDraos

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Well, I had hope Sabrel...but it appears this isn't the case. For instance, do a search for wallrustic; it's under the FTI model set. There is ONLY a wallrustic_0...no _1 or any other to use. :( Oh well.

#13
Sabrel

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I took a look, and it looks like the Ferelden Castle tileset isn't put together in this more user-friendly fashion. Perhaps it was one of the tilesets BioWare put together first, before they had nailed the process down, or it is possible they just always had some space between walls in the areas that used them.

I didn't notice it because I've mostly used the Tevinter tower tilesets, and they DO behave as I described. Looking through the other sets, I've found that most of the "door" pieces can be match just by doing a copy/paste, and then setting the Z rotation to the opposite of the inital door. The walls, however, are problematic.

I'm searching through now to see if there is a pattern. In the meantime, tti set walls are easy as pie to snap in place.

UPDATE: It seems that there are certain walls that were designated by BioWare as 'outside' walls (they have large blackboxes that cause the issues you see with the blacked out textures) and then others that were designated 'inside' walls (no or much smaller blackboxes, and easily reversible to make paired walls.

Unfortunately, there doesn't seem to be any naming convention that makes this obvious. Sometimes, it's like I said, with a wall1 and wall2. Sometimes, there's just a single wall, but because it was designed as an 'inside' wall, it can be easily matched just by cloning and reversing the Z rotation.

I guess making a comprehensive list can be my project for the weekend.

Modifié par Sabrel, 15 décembre 2009 - 08:28 .


#14
FalloutBoy

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DMDraos wrote...

FalloutBoy wrote...

I'm waiting for the level files from the OC to be released before I do too much level building. I plan to make lots of prefabs from them, including double-sided walls that have already been tweaked to look good in game.


Hmm, I hadn't heard anything about this. Is there a timeline/ETA at this point? It did seem like the toolset was a bit light in the models/placeables department. For now, I'm doing this all to learn. Even if I need to redo it at a later point, it should be simple enough to replace the current models with newer ones. :)

Thanks for your comment, though...good to know.


ETA... today!  http://social.biowar...m/project/1331/

Lots of original level files used in the OC. Tear 'em up, make something awesome!

#15
DMDraos

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Sabrel wrote...

I took a look, and it looks like the
Ferelden Castle tileset isn't put together in this more user-friendly
fashion. Perhaps it was one of the tilesets BioWare put together first,
before they had nailed the process down, or it is possible they just
always had some space between walls in the areas that used them.

I
didn't notice it because I've mostly used the Tevinter tower tilesets,
and they DO behave as I described. Looking through the other sets, I've
found that most of the "door" pieces can be match just by doing a
copy/paste, and then setting the Z rotation to the opposite of the
inital door. The walls, however, are problematic.

I'm searching through now to see if there is a pattern. In the meantime, tti set walls are easy as pie to snap in place.

UPDATE:
It seems that there are certain walls that were designated by BioWare
as 'outside' walls (they have large blackboxes that cause the issues
you see with the blacked out textures) and then others that were
designated 'inside' walls (no or much smaller blackboxes, and easily
reversible to make paired walls.

Unfortunately, there doesn't
seem to be any naming convention that makes this obvious. Sometimes,
it's like I said, with a wall1 and wall2. Sometimes, there's just a
single wall, but because it was designed as an 'inside' wall, it can be
easily matched just by cloning and reversing the Z rotation.

I guess making a comprehensive list can be my project for the weekend.


Thanks for taking the time to look into this, Sabrel; much appreciated! :)


FalloutBoy wrote...

DMDraos wrote...

FalloutBoy wrote...

I'm waiting for the level files from the OC to be released before I do too much level building. I plan to make lots of prefabs from them, including double-sided walls that have already been tweaked to look good in game.


Hmm, I hadn't heard anything about this. Is there a timeline/ETA at this point? It did seem like the toolset was a bit light in the models/placeables department. For now, I'm doing this all to learn. Even if I need to redo it at a later point, it should be simple enough to replace the current models with newer ones. :)

Thanks for your comment, though...good to know.


ETA... today!  http://social.biowar...m/project/1331/

Lots of original level files used in the OC. Tear 'em up, make something awesome!


*tear* I'm going to look into this tonight...I hope it's everything I've been dreaming of and more. :D

#16
zakhrim

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Well it's quite tricky...

Maybe I found a workaround.... In the magnet dialog check Enable snap to grid and set 0.25 below.

Do some tests, but for me the best value is 0.25.

#17
errant_knight

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zakhrim wrote...

Well it's quite tricky...
Maybe I found a workaround.... In the magnet dialog check Enable snap to grid and set 0.25 below.
Do some tests, but for me the best value is 0.25.


That's a useful tip, thanks!