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Room Levels delimitations.


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#1
Nattfodd

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Hi.

I was trying to make a my custom room, starting from the Level editor, instead of using pre-existents area layouts.

I placed doors, floor and walls, then i placed lights the start location, generated the pathfind and the lightmaps.
Then i run "do all local posts" option and saved my level.
Then i create a new area in a new module previuosly created by me and choosed my room layout in the area properties. I placed the waypont to use as start point, saved all and run  "export with dependant resources" tool.
The new module starts correctly inside the game.

Now comes my troubles.
If i play my module with exsisting area layouts (i.e. the tavern of denerim), the room looks confined into its walls, i.e. i can see the ceiling although inside the toolset i can't see it, and i can't exit from the entrance athough it is without a closed door.

My area doesn't reflect this charateristic.

My area doesn't have a ceiling inside the toolset and also i can't see it while i play my area inside the game. My entrance doesn't have a closed door but while i play i can exit from that entrance and continue to travel towards infinity.

What i have to do to confine my custum room inside its walls, floor and hypothetical ceiling?

I can't find a solution reading the "awful" (yes, let me tell this) toolset wiki. The worst wiki i ever read, every information is dispersive and very hard to find a specific argument. Tutorials are the lesser detailed tutorial all over internet. For example the lighting tutorial tells you to place some light and probes, but it doesn't tell you in what positions and for what purpose do you need a specific light type or probe.

Sorry for my anger and thanks to anyone who will help.

Bye.

Modifié par Nattfodd, 18 décembre 2009 - 05:56 .


#2
hunharibo

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You have to manually construct the ceiling. Look for "roof" type models when you build your level.

As for how to block the exit, maybe place an invisible wall placable in the area editor?

#3
Nattfodd

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Thanks.



After i build the ceiling, inside the toolset i can still look inside my room from above?



Another issue:

In my custom room i also can see a blue sky with some clouds: is this removable?



greetings.

#4
Nattfodd

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Thanks.
After i build the ceiling, inside the toolset i can still look inside my room from above?
Another issue:
In my custom room i also can see a blue sky with some clouds: is this removable?
greetings.

EDIT: sorry for duplicate  post. My little nephew issue ;)

Modifié par Nattfodd, 18 décembre 2009 - 06:10 .


#5
FalloutBoy

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You need to manually place the ceiling, which is a little tricky because the polygons are one-sided so you can only see them from underneath. Yes, you can still see your room after you place the ceiling.

The sky can be turned to black under the area properties. Sorry I forget which. I just played with the dials until I found the right one.

You only need 1 light probe per room. Put it somewhere near the floor. It doesn't matter exactly where you put it, unless you have reflective surfaces, in which case you want to put it near them.

As for light sources, that is entirely up to you how many and what kind you want to use to light your room.

Your problem with walking through the walls sounds like maybe you didn't define your exportable area correctly. Go to this page: http://social.biowar...Editor_Tutorial. Scroll down to "Path finding and Obstructions" and follow the instructions.

Modifié par FalloutBoy, 18 décembre 2009 - 07:19 .


#6
Nattfodd

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Ok i managed to find the "ceiling" model files and now i have my room totally closed.



For the lights:



Therre are other types of lights other than those you can put selecting "Insert ---> New Light" option in the edit menu?



For example where i can found the fire to put into my internal fireplace, a fire similar to party camp fireplace, so that it can generate a light?



bye.

#7
FalloutBoy

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Fire is a "model" just like everything else you are placing. The file starts with fx and there are lots of different ones, 3 or 4 fire ones. Not all are designed to be placeable, but many are. It doesn't actually emit light though so after you place it you will also want to place an animated light source that is fire-colored.

#8
Nattfodd

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FalloutBoy wrote...

Fire is a "model" just like everything else you are placing. The file starts with fx and there are lots of different ones, 3 or 4 fire ones. Not all are designed to be placeable, but many are. It doesn't actually emit light though so after you place it you will also want to place an animated light source that is fire-colored.


Placing the animated light source will also produce the "movement light" effect typical of fire changing zone of illumination as it moves its flames?