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The floor comes in too large of pieces!!!


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10 réponses à ce sujet

#1
RoudyRogue

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Ok, so I'm trying to make my own lvl (it's a room one) and I got the floor and walls down fine and the measurements match. However, when I try to put a roof on the top there is one row of points that is not covered by roofing. Is there anyway that I can cut off one row of floor spaces and one point of wall so that the roof fits?

#2
PavelNovotny

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You don't need to cut it off - just hide any overhanging edges with the big black pieces in the model list.

#3
Bibdy

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You can just push the walls into the same shape as the roof. You don't have to make everything exact, just good enough that it doesn't look weird. Try to contain your inner perfectionist, or you'll never get a level finished :)

#4
RoudyRogue

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Ok, another question then... If I just move the wall into the shape of the roof and there is a row of plots with like 1/4 of a piece of wall and a row of flooring outside the building, will the player be able to see that from the in or outside of the building?

#5
Bibdy

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Well, this is why there are interior and exterior levels. Whatever you can see from a point with the camera in the editor, is what the player can see, so, if he's able to get outside the room somehow, he'll see those pieces sticking out. But, from inside the room, as far as they're concerned, they're just in a little boxed-in room. So, put your camera in the middle of the room and look around as if you were the player. If you don't see any weird geometry or pieces sticking out, the player won't see any.

#6
-Semper-

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RoudyRogue wrote...

...will the player be able to see that from the in or outside of the building?


use black box models to cover all unnecessary geometry outside the room. this way it will become pitch black ;)

and yes, the player will see those uncovered edges if he's positioning the camera on top.

#7
Bibdy

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Oh I see, you're talking about zooming out the camera. Completely forgot about that because I always play with the zoomed in camera :)



The player won't be able to see the roof piece sticking out, since those are defaulted to disappear during the zoomed-out camera mode, and there's also an override option for individual pieces in the Object Properties you can set to False/True/None(default) to force the game to hide/show the object when they zoom the camera out. But, yeah the player WILL see the surplus wall sticking out the side, in which case use Black boxes like -Semper- and PavelNovotny say, to cover that surplus detail so the player won't see it.

#8
RoudyRogue

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Ok, and another question... Is there anyway to make the room layout larger??? It really just doesn't seem like that big of a room.

EDIT: Also, where is this "black box" thing?

Modifié par RoudyRogue, 09 janvier 2010 - 09:56 .


#9
DarthParametric

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You can make the grid size however large you'd like. Unfortunately it seems there is only a default size setting rather than a per-level setting. Go to Tools->Options, click on Level Editor in the lefthand list, then scroll down to the section labelled Grid and change the value for Grid Squares Per Side.



Black boxes are simple box models that are black in colour. They are designed to block line-of-sight when in the isometric view to areas the player shouldn't be able to see, like the back face of walls and such. They are in the model palette in the folder BLK.

#10
-Semper-

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RoudyRogue wrote...

Ok, and another question... Is there anyway to make the room layout larger??? It really just doesn't seem like that big of a room.

EDIT: Also, where is this "black box" thing?


just click on the model tab and type "blk" into the text field. there you go ;)

dunno what you mean with "making the room layout larger". you can drop more floor models and order them as you wish. there's also the possibility to build your room as an exterior level.

#11
Qutayba

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For interior levels, the grid is just a visual guide to help you line things up. The actual size of the level is potentially endless, though you'll want to break up the level into rooms for lighting to grant mercy to CPU's everywhere.