I am not sure if this is exactly the right place to ask this buy I am gunna give it a shot.
I am trying to build Pirate's Skyhold and am trying to figure out how to do it, without needing to raise the base elevation of my exterior super high.
You loose a good deal of area it seems when you do that and its a gigantic pain in the arse for walking etc.
So, does anyone have any good ideas about how I can get the illusion of a floating city?
Sky Illusions
Débuté par
tropetyper
, janv. 12 2014 01:52
#1
Posté 12 janvier 2014 - 01:52
#2
Posté 12 janvier 2014 - 04:01
So basically floating islands?
You don't have to raise terrain per se, the player doesn't know the zero height of the ground, so you could lower things if that works easier for you. If you don't want multiple floating islands in one map, you basically lower around the "island" for each map and hide the island edge with boulders or something. The camera will do the rest as you can't zoom the camera far enough out to see what you did without console commands.
Hide the non island ground from visibility via fog distance. That way the players can stand at the edge and look down and not see ground.
There are other tricks, but they involve breaking the terrain in various ways and are too advanced to get into here.
You don't have to raise terrain per se, the player doesn't know the zero height of the ground, so you could lower things if that works easier for you. If you don't want multiple floating islands in one map, you basically lower around the "island" for each map and hide the island edge with boulders or something. The camera will do the rest as you can't zoom the camera far enough out to see what you did without console commands.
Hide the non island ground from visibility via fog distance. That way the players can stand at the edge and look down and not see ground.
There are other tricks, but they involve breaking the terrain in various ways and are too advanced to get into here.
#3
Posté 12 janvier 2014 - 04:37
You could use placeables such as the curbs to produce an elevated terrain but it would be flat. Multiple levels could be acheived but it would be a baking knoight mare. Otherwise follow the Grumpy Strumpets instructions.
For that you will need a few tools but the effect is amazing as you will see in the post.
Or you could use the walkmesh trick that SGK73 did with his/her Deepsnow areas. there are instructions on the site I think.
PJ
For that you will need a few tools but the effect is amazing as you will see in the post.
Or you could use the walkmesh trick that SGK73 did with his/her Deepsnow areas. there are instructions on the site I think.
PJ
Modifié par PJ156, 12 janvier 2014 - 04:52 .
#4
Posté 12 janvier 2014 - 05:20
It might be easier to just lay out your base the way you want it, at 'sea level' (0 meters), and then use the flatten terrain tool to lower everything else to a negative height. The 'chasms' you can then texture and color to match either cloud or shadow, depending on the mood you're going for. Add in some VFX fog/clouds to fuzzy up the bottom, and then make sure to set the area fog on your day/night cycle. If the player can't see more than 40m into the fog, then you just have to make your chasms at least 40m deep.
#5
Posté 12 janvier 2014 - 07:15
PJ I don't suppose that those flipped cliff faces made it into your ongoing placeables project?
#6
Posté 12 janvier 2014 - 07:20
That's a decision for MGS, she has not indicated they are for release.
She's not been around for a while I think but she may see this thread and respond
PJ
She's not been around for a while I think but she may see this thread and respond
PJ
#7
Posté 12 janvier 2014 - 07:54
MDB manipulation tool allows you to create rotated objects.
http://nwvault.ign.c...ols.Detail&id=4
See http://social.biowar...-8677421-1.html for more.
http://nwvault.ign.c...ols.Detail&id=4
See http://social.biowar...-8677421-1.html for more.
#8
Posté 13 janvier 2014 - 03:32
Well, I picked up the suggested items, however I am having some issues with getting the plug in to work. I followed the directions given on the original page for the first version of the plug in.
However, when I load up the toolset it tells me that my version of it is wrong and I need to see the original authors for an update.
However, when I load up the toolset it tells me that my version of it is wrong and I need to see the original authors for an update.
#9
Posté 13 janvier 2014 - 04:00
Apparently it runs okay from the command line. Just open the command tool and use drag and drop.
Modifié par rjshae, 13 janvier 2014 - 04:05 .
#10
Posté 13 janvier 2014 - 04:42
If that's for the mdb manipulator - I haven't even tried that one yet.
I am still having issues with the plug-in for lifting terrain.
I am still having issues with the plug-in for lifting terrain.
#11
Posté 13 janvier 2014 - 07:45
What kind of issues? It tends to crash on me sometimes when the terrain I want to raise is loaded with placeables, trees and what not.
#12
Posté 13 janvier 2014 - 08:20
It keeps telling me that the toolset won't load it, its out of date.
Not sure how the toolset knows that... but it apparently does.
Not sure how the toolset knows that... but it apparently does.
#13
Posté 13 janvier 2014 - 08:23
I am running here and answering on the spot tbh, so I cannot check. Iirc, I think the person who made this plug in, has made many plug ins but stopped updating them. Then another person took them and updated them for the community. Sorry if I cannot remember the name( maybe sothis b, or Tanis), or to check if my assumption is correct but I'm short on time here
. Wish you luck.
#14
Posté 13 janvier 2014 - 09:25
I wonder... perhaps a set of vertical vfx would work? They could provide a simulated stone edge that cuts off and only shows empty space below? Maybe blur the underside view with mist or hazy air something. If it's placed low enough below the surface level then the viewer might not be able to distinguish between the vfx and the lowered ground.
Modifié par rjshae, 13 janvier 2014 - 09:30 .
#15
Posté 13 janvier 2014 - 10:36
It might, though I am waiting on a fix for the terraCoppa plug in from an aquaintence whose more versed in C# than I am. If I get it going then I am set I think. At least until I give the command line program a shot... aha ha ha. 
Thanks everyone for the encouragement and wisdom shared.
Thanks everyone for the encouragement and wisdom shared.
#16
Posté 14 janvier 2014 - 12:26
Several hours later and a lot of fiddle faddling, and it is working! Now on to the flipping rocks, if I can manage it.
#17
Posté 14 janvier 2014 - 12:47
There's also a config mod you can install to get the toolset to shut up about out of date plugins and just run them anyway.
http://nwvault.ign.c...ns.Detail&id=69
http://nwvault.ign.c...ns.Detail&id=69
#18
Posté 14 janvier 2014 - 12:58
If you're getting errors, you need to find the updated versions of the plugins. I use the plugins without issue.
#19
Posté 14 janvier 2014 - 01:11
Oh, well the issue was resolved by a very helpful fellow on the NWN Facebook page. However, I love that you know that Tchos. And now I've got updated versions, so you were right on point Kamal.





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