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Hidden room issue


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7 réponses à ce sujet

#1
Shadooow

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Hi, I created an area with hidden room inside, but player can notice it is there because engine shows the ceilings of this area and also tilefade it if player has this enabled.
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
Estelindis

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Create a room-sized placeable black box and destroy it when the player finds the room?  If a black box would be too big to cover all that roof support, make custom tiles for the hidden area that don't have all that roof architecture sticking up?

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
kalbaern

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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.

#4
Shadooow

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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.

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:

#5
Rolo Kipp

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<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>

#6
Shadooow

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Rolo 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>

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 max

Modifié par ShaDoOoW, 24 novembre 2013 - 04:35 .


#7
Fester Pot

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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!

#8
Shadooow

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Fester 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!

weeel it is not 100% perfect but otherwise it worked and result is quite sufficient so thanks you very much, exellent suggestion

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 .