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#776
kamal_

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Farmer Bill, you seem to have a problem...

 

tck_ankheg_problem.jpg


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#777
kamal_

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If we keep digging, we'll find gold!

 

tck_pit.jpg


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#778
kamal_

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The palatial estate is under construction...

 

tck_elegance.jpg


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#779
kamal_

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I bet this abandoned staircase leads somewhere interesting...

 

tck_stairs.jpg


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#780
PJ156

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Excellent work :)
 

PJ



#781
PJ156

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Hard to see perhaps but here is my first area using these models for SOAR. The original has four rooms but the area at the top of the stairs needs to have room to port in the party without loosing anyone inside mesh cutters.

 

0304_1_zpsojx7dubh.jpg

 

PJ


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#782
rjshae

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A problem with building interior areas using placeables rather than tiles is keeping enclosed areas hidden from view until the doors are opened. That'll take some extra work to compensate.



#783
PJ156

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In this case I don't think that matters. In the past I have used ceiling tiles and destroyed them on the door on open script. It been easy to do using the get nearest object by tag function so the door simply destroys the ceiling next to it.

 

SOAR in general is going to suffer from this issue since the original uses a fog of war whereas here in NWN 2 only doors will block a view. That means the whole dungeon is going to be mapped out in most cases as most of the SOAR dungeons are corridor based.

 

There's always lances FOW though :)

 

PJ



#784
kamal_

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Lance Botelle's Fog of War adds fog of war to nwn2...

#785
Tchos

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Doesn't BGR use Lance's FoW?  If so, I'd expect the sequel to use it, too.  I'd hope so, since it's a staple of the original series.  :)



#786
rjshae

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My other concern with that area would be walk pathing. Personally I'd suggest trying a test by moving through the area with a party of six and see if there are any issues.



#787
Tchos

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In particular, I'd like to see how well the best practices of snapping walkmesh cutters to the grid of polygons works to create a smooth walkmesh in this area.  I think it should work fine.



#788
PJ156

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In particular, I'd like to see how well the best practices of snapping walkmesh cutters to the grid of polygons works to create a smooth walkmesh in this area.  I think it should work fine.

 

Please elaborate Tchos I did not know you can use snap in this manner?

 

PJ



#789
Tchos

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I'm not at a computer with the toolset, so I can only be vague, and I'm not the master of this technique (I think it was DannJ who is -- forgive me if I remember incorrectly), but I believe the method is that as long as you have "snap to grid" turned on, then your walkmesh cutters will follow the polygons of the ground, making a clean walkmesh with less chance of getting a character caught on the edges.  It makes sense, given the horrible fragmentation and splitting of polygons looks when something doesn't fall along those predetermined lines, that someone could get caught inside a V-shape in the splits that wouldn't happen if it were along the lines.



#790
rjshae

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That technique has never worked for me. I must be missing something.



#791
Tchos

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Could be a different name.  "Snap to polygons", perhaps?  I'll have to check later.



#792
rjshae

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Could be a different name.  "Snap to polygons", perhaps?  I'll have to check later.

 

With the Snap button activated, trigger regions still just get positioned where I click.



#793
Tchos

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I'll test and report back in a few hours.


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#794
ColorsFade

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Farmer Bill, you seem to have a problem...

 

 

Ankhegs... damn pests. 



#795
Tchos

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No luck.  I can't reproduce it either.  I've searched and found 3 or 4 separate times that DannJ has described turning on snapping for interiors to snap the walkmesh cutter to the floor polygons, but I can't get it to work.  There may be some setting that we're missing.  I thought it might be a special key, like how you have to press "s" while dragging a placeable to make it stack on top of other placeables, but I tried every key and nothing changed.  I've sent him a PM about it, so perhaps he'll come around again.  I see he hasn't been active since November.


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#796
rjshae

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Maybe it just works by positioning the vertices near the mesh intersections and following the mesh sides? *shrug*

 

Ed.: Could it be in one of the plug-ins?



#797
ColorsFade

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I thought it might be a special key, like how you have to press "s" while dragging a placeable to make it stack on top of other placeables

 

O.M.F.G.... 

 

I never knew that. Jesus... That is so much faster... 

 

Any other tips like that? Is there a sticky? Jeez, I wish I knew that several areas ago... 



#798
PJ156

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If you have a placeable highlighted:

 

Shift right mouse rotates it

Shift wheel changes its vertical position

Ctrl wheel changes its scale

Space bar brings it to level zero (over riding Z lock) 

 

PJ 


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#799
ColorsFade

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If you have a placeable highlighted:

 

Shift right mouse rotates it

Shift wheel changes its vertical position

Ctrl wheel changes its scale

Space bar brings it to level zero (over riding Z lock) 

 

PJ 

 

Knew about three of those and use them, but not the space bar. Very cool. 



#800
Arianna0

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A problem with building interior areas using placeables rather than tiles is keeping enclosed areas hidden from view until the doors are opened. That'll take some extra work to compensate.

I just  cover the area with a  flattened  tile block once its  built,   then they ONLY see what they see when they open the door