Hidden room issue
#1
Posté 24 novembre 2013 - 02:14
Not to mention I had to fix one a visibility node bug since the room was
visible normally. But that was easy to do and I included it into my
unofficial patch.
see image: s14.postimg.org/yrjouatmp/hiddenroom.jpg
Is there anything I can do to workaround/avoid this? Already tried tilefade 2/4 but that didnt worked.
#2
Posté 24 novembre 2013 - 02:39
Sorry, this is fairly inelegant as ideas go, but nothing else comes to mind at the moment.
Modifié par Estelindis, 24 novembre 2013 - 02:41 .
#3
Posté 24 novembre 2013 - 03:18
#4
Posté 24 novembre 2013 - 04:11
yea wanted to avoid "teleporting" to make the secret area more "real", but since the suggestion from Estendlis is far off my abilities, I guess I will have to use this trick then:innocent:kalbaern wrote...
For hidden rooms, I use secret doors or objects that spawn in when found using a modified Bioware System. To limit metagaming from tileset clues, I generally put "secret" areas away from where they actually connect. I.e., I build the dungeon level, then add a few extra rows or collumns to the map so that I can generally leave at least two blank/walled tiles between the walls of my dungeon and the secret rooms. Usually this spacing defeats what can viewed IG.
#5
Posté 24 novembre 2013 - 04:26
A black box the shape of your room? Not difficult I think.
How big is your room? What shape?
Send me a screenshot if you want.
I have Max open right now ;-)
<...behind the curtain>
#6
Posté 24 novembre 2013 - 04:35
it should be basically the size of one tile which is i think 10x10 right or maybe a little smaller like 9x9, well i am able to modify it later if you make it so try 10x10 please. Z axis should be 3.0 according to the toolset units dunno how much is it in maxRolo Kipp wrote...
<peeks in...>
A black box the shape of your room? Not difficult I think.
How big is your room? What shape?
Send me a screenshot if you want.
I have Max open right now ;-)
<...behind the curtain>
Modifié par ShaDoOoW, 24 novembre 2013 - 04:35 .
#7
Posté 24 novembre 2013 - 05:25
FP!
#8
Posté 24 novembre 2013 - 06:35
weeel it is not 100% perfect but otherwise it worked and result is quite sufficient so thanks you very much, exellent suggestionFester Pot wrote...
Turn the red fog to black? That's what is causing the contrast to display the secondary tile. Well, that and engine limitations, but I'd try the fog trick and see if that makes it any better.
FP!
Roll, I think the black placeable is bad solution anyway because placeables with origin in area which is not visible to pc will not render
Modifié par ShaDoOoW, 24 novembre 2013 - 06:35 .





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