Water and interiors
#1
Posté 01 décembre 2013 - 12:22
interior? And if so how would I do this I’ve tried a few things and can’t seem
to get it to work. Is it specifically tied to only a few tile sets or can any tile
set be flooded with water? Any help with this would be appreciated.
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#2
Posté 01 décembre 2013 - 12:37
#3
Posté 01 décembre 2013 - 12:44
#4
Posté 01 décembre 2013 - 12:59
K Kin wrote...
I can place water in interiors, it's sorta crappy tho because interiors dont have "levels", so puddles have to be paper thin
You could always hide the edges with some placeables
#5
Posté 01 décembre 2013 - 02:10
#6
Posté 01 décembre 2013 - 09:46
I have had issues though with setting the smoothness to 1. Some use this to "polish" floors. It causes repeated crashing in game on area transisitons for me, I would advise care if that is what you are planning to do.
PJ
#7
Posté 01 décembre 2013 - 08:32
Surek wrote...
Dummy me; I had water turned off thanks for the help. It works great now thank you.
just curious, did you have like blots of water all over the place when you switched water on?
#8
Posté 01 décembre 2013 - 10:35
andysks wrote...
K Kin wrote...
I can place water in interiors, it's sorta crappy tho because interiors dont have "levels", so puddles have to be paper thin
You could always hide the edges with some placeables.
That's how I constructed an underground river in a kuo-toa insane asylum in Isle of Shrines. I took inspiration (ie. stole the idea) from Wizards Apprentice, which had some nice flooded cave interiors.
#9
Posté 01 décembre 2013 - 11:56
Morbane wrote...
just curious, did you have like blots of water all over the place when you switched water on?
#10
Posté 02 décembre 2013 - 05:50
#11
Posté 02 décembre 2013 - 06:48
#12
Posté 02 décembre 2013 - 08:03
andysks wrote...
You can erase the water as well. If you raise your brush size to a big one, you can erase the whole area from water, and then start over again. You don't need to start the whole area again.
aw man! i hope you didnt delete your area!?
like andy says - just erase - it is one of the paint buttons you can select in the water painting tab.
#13
Posté 02 décembre 2013 - 08:12
the only thing that cant be gone back over and changed/deleted/fixed etc, is a corrupt save
so start saving in directory mode - that way you can edit single files - or replace them with a back up
yes back up you folder/mod files
turn off autosave
turn off far plane
always ask here before deleting something like an entire area - that is what these forums are all about - learning and fixing mistakes - and getting answers to make your idea another module we all can play
#14
Posté 02 décembre 2013 - 08:44
Surek, I don't know if you use any guide, but this one has taught me some serious deal of things in the toolset.
http://vnfiles.ign.c...et_Manual15.pdf
Also check the toolset notes from rjshae.
http://nwvault.ign.c...s.Detail&id=120
Also, here are two screens I took related to your matter just in case you need visual help
Interior Cave, made by seraphimmage. I used it for my campaign, and tweaked a bit to my needs.

And the erase button right there

You might get confused sometimes, if you brush your terrain with water or grass, and nothing comes on. Is like... Why won't you paint??? The erase button is on, and not the Pain
#15
Posté 03 décembre 2013 - 02:24
#16
Posté 03 décembre 2013 - 02:34
#17
Posté 03 décembre 2013 - 03:00
#18
Posté 03 décembre 2013 - 04:28
andysks wrote...
I just run into an issue regarding this,
though writing it here is ok. I was testing an area with interior water,
bashed a chest, and it seems the loot bag is unclickable like
that.
I wonder what happens if you elevate the chest slightly to the water surface? Does it leave the loot bag at that height? Maybe not. Perhaps there needs to be something underneath to provide a raised surface.
Modifié par rjshae, 03 décembre 2013 - 04:37 .
#19
Posté 03 décembre 2013 - 04:42
#20
Posté 03 décembre 2013 - 04:54
Tchos: Maybe it was clickable, but I tried for like 2 minutes before giving up
#21
Posté 03 décembre 2013 - 06:11
Tchos wrote...
I played a module that had a fight in some shallow water, and they dropped loot bags in the water. They were hard to click because they were hard to find (the water was just above the sparkly effect), but they were clickable there.
I did this in last days of the raven and the bags were fine to collect.
PJ
#22
Posté 03 décembre 2013 - 08:24
#23
Posté 03 décembre 2013 - 09:51
Modifié par rjshae, 03 décembre 2013 - 09:55 .
#24
Posté 03 décembre 2013 - 10:12
#25
Posté 03 décembre 2013 - 10:32
andysks wrote...
Actually there is one. Item Placeables has a placeable lootbag. It is curious yes.
Yup. I think the scripts currently cause the items to appear as a placeable based on their type. Probably the scripts could be modified, and simplified, so that all of the goods are deposited in a single, upright loot bag model.





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