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[Solved] Doors, Blocking Sight


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18 réponses à ce sujet

#1
NineHells

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Hi all,
I've a question about doors. In my module the blocking-sight-function of doors does not work. I think this information is stored in a .dwk file. First I thought it depends on the tileset I use, then I thought it's the specific doormodel. I've tested some doors and none of them blocks sight.

Does anybody of you know how to solve this problem? I've no moddings skills if thats the solution. Is there an easy way, such as putting a .dwk with the correct information in the top hak?

Thank you for your help.

Modifié par NineHells, 21 novembre 2012 - 11:02 .


#2
henesua

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How do you know that the door is not blocking sight?

#3
Zwerkules

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NineHells wrote...
Does anybody of you know how to solve this problem? I've no moddings skills if thats the solution. Is there an easy way, such as putting a .dwk with the correct information in the top hak?

Thank you for your help.


The dwk is like a walkmesh for the door. All it does is define where walking is not possible. The blocking of sight is handled by the 2da entry of the door and the visibility entries in the set file. No matter if the entries in the set file are correct or not, the door will not block sight, if the 2da entry says it shouldn't.

So look for the doors you use in the file genericdoors.2da and if the BlockSight isn't set to 1, the doors are not supposed to block sight.
Wrong entries in the set file should have the opposite effect of what you describe. The door will still block sight even if it is open.

Edit: That last part isn't quite right. The door will still block sight even if it is open if the door visibility entries are wrong, but if it is the pathnode that is wrong, it could allow line of sight even if the door is closed.

Modifié par Zwerkules, 15 novembre 2012 - 09:19 .


#4
NineHells

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@henesua: I've checked it ingame. If I enter the floor, all adjacent rooms are visible, although their doors are closed and locked.

I've reworked the genericdoors.2da for testing purposes now. Blocking sight is set on 1 for each door. The genericdoors.2da is in the top hak of my module. The problem still occurs. It takes some seconds and then all rooms are revealed at once. In the first few seconds they are concealed.

#5
Rolo Kipp

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<coc king...>

Are you testing it with a very mature character? If you have high enough skills, you can get an awful lot of the layout revealed just sitting there. Or so a rogue of my acquaintance tells me *tries to look innocent*

<...an ear>

#6
henesua

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I think the real test would by NPC AI - OnPerception event

I've noticed that you can see through doors in game depending on which side of the door your PC is and the relative position of the camera.

#7
NWN_baba yaga

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can you upload the module areas so we can test it out. If it works normaly for us then something strange is going on with your nwmain.exe maybe?

#8
NineHells

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I've checked it in an other area with Maxam's Versatile Dungeon tileset. If I only use his VD tileset-hak in a new module, the sight is blocked as it should. In my module with many different HAK's, the sight isn't blocked. Any ideas what makes this happen?

@NWN_baba yaga: I can upload the module areas, but then you have to download the used HAK's too. This seems to be too much work for you (I guess about 700 MB 7zipped + CEP 2.3).

#9
NWN_baba yaga

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that´s a bit to much sorry @Ninehells. You sure you set all your interior areas to "interior" ?

#10
henesua

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Try this without CEP. And see if you get the same problem. At least we can begin to isolate the problem.

#11
NWN_baba yaga

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when the same area created with versatile dungeon only but doesnt work correctly within your CEP featured module then we have the bad boy:D. No one else had any issues with CEP modules and broken door related areas?

#12
NineHells

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The areas are set to interior. The area I initially talked about is created with the [CEP] City Interior 1. But I'll check, if removing the CEP will restore the sightblocking for the VD tileset.

#13
henesua

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I think a better test would be to make a new module with all of your custom content except CEP.
Then make an area, and test the doors.

#14
Lightfoot8

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I myself would check any scripts you have running on the doors/area/module, Do you have a auto close door script running by chance. If so can you post it.

#15
NineHells

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@henesua: I just finished as you described. Suprisingly the sight blocking worked, even after I added CEP. So it seems that a script causes this problem.
The scripting is done by an other person. I'll address this issue to him, especially regarding the area/module scripts as Lightfoot8 supposed.

#16
henesua

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very interesting. please share what you discover.

#17
Invisig0th

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Don't forget that the calculations regarding what is and is not revealed is not just reliant on the door -- it's also reliant on the tileset models being used. My understanding is that the models used for custom tilesets can also cause of this sort of problem, even when using default Bioware solid doors. I have no idea if CEP City Interior has these kinds of issues or not (or if it uses any custom models or not), but it's something to consider as you troubleshoot the problem. (In fact, IIRC, I've rarely encountered similar trouble even when using Bioware tilesets with Bioware doors!)

Perhaps someone from CTP can speak to whether or not this is a common problem with community made tilesets. I have always assumed that making sure areas behind doors are not revealed prematurely is one of the standard fixes necessary for getting a tileset up to CTP Standards.

Modifié par Invisig0th, 17 novembre 2012 - 12:43 .


#18
NineHells

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Okay, the problem is solved via a script that hides the minimap. This encloses all rooms that were visible before. I guess it was also caused by a script that affected the minimap.

"Thank you" to everyone who helped me with advise in this thread. And "sorry" for any mistakes concerning my english.

Modifié par NineHells, 21 novembre 2012 - 11:07 .


#19
NWN_baba yaga

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Never knew a script could do this... interesting:)