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Hordes of the Underdark Revisited


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#226
rjshae

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It might be to block seeing the room behind it.. it won't matter though if the doorway leads to a new area..

 

No, you can't see the room behind when just using the cover door. Per the notes, the invisible blocker was supposed to be to prevent the cursor from changing, but it doesn't seem to do anything. Maybe the behavior has changed since the release due to a patch?


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#227
rjshae

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Ack... double post. Stupid interface. :P  



#228
ArtemisJ

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Doors can't be set to usable/unusable.  They can be set to static so that they don't highlight, but there's no way to set them as non-static during the game.  You can destroy them by script, but you can't spawn a new door.  If it's a transition door, you can use a placeable door, but for doors that open into a room in the same area, those won't work unless you can animate them to rotate.

 

Come to think of it, that would be a good thing for me to try as a first lesson in animating for NWN2.  A simple door rotation.

 

Would a "placeble door" still block line of sight into the room or would you need to use a colblocker black cube or something to hide that room?



#229
Tchos

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Since the non-transition placeable door would by necessity need to have no baked collision so that you could walk through it when it is opened, it would not block line of sight.  You would need to use both the black cube for the line of sight into the room and a dynamic collision object to prevent you from walking through the door, both of which would be removed when you open it.  (You'd also probably need to make the "closed" script spawn a new collision object for if you close the door again, but I don't know how many people close doors.  Or you could make it unusable once it's opened so that no one can close it.)


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#230
rjshae

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I wonder, does anybody know if I can use ActionJumpToObject or ActionJumpToLocation on a door object? I had this idea to preposition a set of doors for each of the secret openings in an inaccessible room, then teleport them into place once the secret opening is discovered by the player. Since Nim's method seems to work, I can place the door at the location of the Nim obstructing object, then script-delete the Nim obstructing object when the door is opened.

 

Guess I could test it tonight...



#231
ArtemisJ

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I wonder, does anybody know if I can use ActionJumpToObject or ActionJumpToLocation on a door object? I had this idea to preposition a set of doors for each of the secret openings in an inaccessible room, then teleport them into place once the secret opening is discovered by the player. Since Nim's method seems to work, I can place the door at the location of the Nim obstructing object, then script-delete the Nim obstructing object when the door is opened.

 

Guess I could test it tonight...

 

Never tried it.. Haha.

Let me know your results.. I am gonna say it won't work.. but hope I am proven wrong.



#232
Tchos

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I don't know if it would work, but I'd be surprised.  I don't think you can use jump commands on placeables either, if I'm thinking correctly.



#233
rjshae

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I don't know if it would work, but I'd be surprised.  I don't think you can use jump commands on placeables either, if I'm thinking correctly.

 

Yes, I'm getting that impression. Even dead creatures can't be jumped, so why would doors? Ah well.

 

Hey, maybe a door could be made into a creature? :whistle: I guess a door could potentially be converted into an animated placeable, then created at the right spot. Would the same animations work in that case?



#234
ArtemisJ

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I had this idea to preposition a set of doors for each of the secret openings in an inaccessible room, then teleport them into place once the secret opening is discovered by the player. Since Nim's method seems to work, I can place the door at the location of the Nim obstructing object, then script-delete the Nim obstructing object when the door is opened.

 

==

Yes, I'm getting that impression. Even dead creatures can't be jumped, so why would doors? Ah well.

 

Hey, maybe a door could be made into a creature? :whistle: I guess a door could potentially be converted into an animated placeable, then created at the right spot. Would the same animations work in that case?

 

You may have collision issues..

 

Can you explain what you want to do in detail?

I am pretty sure whatever you need done can be done in a script.. it might just take some creativity.. :wizard:



#235
rjshae

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You may have collision issues..

 

Can you explain what you want to do in detail?

I am pretty sure whatever you need done can be done in a script.. it might just take some creativity.. :wizard:

 

Well what happens with Nim's method is that you have this black plane that serves as a non-selectable door, and this is overlaid by a non-selectable placeable version of one of the secret doors. (It's the black plane that produces the FoW effect for the hidden room beyond the door.) When you discover the "secret door", the placeable is toggled to a selectable state. But selecting it runs a script that causes both the secret door placeable and the non-selectable door to just fade away, revealing the room beyond. I.e. you no longer have a door there.

 

I was looking to find a way to place a selectable, animated door at that location once the "secret door" is discovered. But it might not be possible.


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#236
Tchos

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I guess a door could potentially be converted into an animated placeable, then created at the right spot. Would the same animations work in that case?

 

I fumbled around with seeing if the existing door placeables I've been using, which were made from the actual door models, could be made animated by setting the appropriate value to "2" in the 2da (the one that indicates an animated placeable, like the windmills and chests), since I'd assume that these door placeables would still have the animation information in them, and that the skeleton and animation files for the doors would be named the same as the placeable version is, but there seems to be more to it than that, or some of my assumptions are wrong.  I really don't know what I'm doing when it comes to animated placeables at this time.


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#237
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I was looking to find a way to place a selectable, animated door at that location once the "secret door" is discovered. But it might not be possible.


There still is the possibility to duplicate the area, and have a trigger sending the party to the area with the undiscovered secret door or the found secret door. At least that's how I designed my campaign (the "problem" being there's a transition).
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#238
ArtemisJ

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Duplicated areas should be a last resort haha.

 

How important is it that the player closes the door.. the excitement of a secret is generally a one shot deal.. think back to BG2 / BG1.. you found the secret.. did you care afterward?

 

:rolleyes:



#239
Tchos

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I personally wouldn't care to close the door.  Most of the time I close doors in NWN2 it's an accident because I was trying to click on something else and I clicked on the open door.



#240
rjshae

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I wonder, does anybody know if I can use ActionJumpToObject or ActionJumpToLocation on a door object?

 

Nope, it doesn't work. As expected.

 

I'll just use some fakery then.



#241
Tchos

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It's good to be sure, at any rate.



#242
PJ156

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You wont be the first person to fake something. Take my wife for instance ....


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#243
ArtemisJ

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You wont be the first person to fake something. Take my wife for instance ....

 

Wow.. Have you tried showing her your BG2 areas? :wub:


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#244
rjshae

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Throne of a king long dead...

hall_of_kings2_zpsexqbdsoq.jpg


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#245
PJ156

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Is that him on the floor?

 

PJ


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#246
ArtemisJ

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Does that throne have a secret door behind it.. It looks like Lord Nashers Throne... :rolleyes:



#247
kamal_

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Throne of a king long dead...

 

That custom rug must have been tricky.



#248
rjshae

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Is that him on the floor?

 

Umm... nope. This one just has a skull/skeleton theme.

 

Does that throne have a secret door behind it.. It looks like Lord Nashers Throne... :rolleyes:

 

It's one of the stock thrones, but with tinting. As for the secret door... hmm.  :ph34r:

 

That custom rug must have been tricky.

 

It wasn't too bad. I just modified tintable rug 22, and molded it to the platform.


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#249
rjshae

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Progress report: I've been steadily working on the University District cutscene and just about have it ready to go now. Unfortunately, the camera shots will be static, unlike the mobile camera views seen in the NWN cutscene. But hopefully this version will make up for it with (somewhat) richer graphics. I did need to add some new city wall parts and siege engines to make the scene work, and I'll probably need a couple more additions such as a broken version of a stock warrior statue (which gets damaged during the fight).

university_zpsprfbbiei.jpg

I've been trying to stock up on placeables and placed effects I can use for the Undermountain, picking and choosing from the Cornucopia or porting useful models where I can find them. More variety in dirt decals is needed in order to clutter up the dungeon floors.

 

The large conversation files for the first two dead recruits are all finished now, and their sound sets are ready and integrated. It's pretty cool to have a relatively large set of voice files to work with.


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#250
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I'll probably need a couple more additions such as a broken version of a stock warrior statue


I made a few here (http://neverwinterva...placeables-nwn2), but if you've got something specific in mind, don't hesitate to ask.
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