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11 réponses à ce sujet

#1
PJ156

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Thinking out loud here:

 

What is it about the door model that keeps the rest of the map hidden?

 

If the door is not there but the opening is then the map shows up so something about the door as a model tells the engine that the map is not visible. Is this something that could be replicated by script and a virtual object?

 

I know we have FOW implemented by Lance but this would work differently. Blocks of map could be made to appear as if a door were opened, for instance, as a PC moved along a corridor.

 

As I say, I'm just thinking out loud. Something that RJS said in a pm got the brain juices flowing.

 

PJ

 

 



#2
rjshae

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I think the tile's C3 mesh around the door opening combined with the C3 mesh of the door hides the adjacent tile squares. When the C3 mesh isn't in the right shape and position near the tile edges, then I usually find the adjacent tiles are made visible.

 

Here's a thought: it might be interesting to test a resized door the size of a tile wall (and of the necessary thickness), then see if that acts as a FoW barrier when it is positioned to overlap a corridor tile edge.



#3
PJ156

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If the door were then made invisible or better still black, the PC would see a black wall until the door were destroyed by script?

 

PJ



#4
Lance Botelle

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Hi PJ,

 

I still use "Map Block" placeables for some interiors, even though I have the FOW in place. The reason being, I still want some areas completely hidden until a door is opened or a corridor walked down.

 

To this end, I use the big "map block" placeables that come with the toolset to block off certain map sections until a script calls to destroy them, and thereby revealing the previously blocked map. i.e. I have one script called when a door is open and another when a trigger walked into. Both destroy the map blocker placeable and reveal map when done so.

 

Cheers,

Lance.



#5
PJ156

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Thanks Lance,

 

I don't think I'm come across that, what's it called in the tools?

 

Peter



#6
Tchos

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The name is {TileBlock 01}, but the appearance name is "CityMTileBlock01", and the resource name is "plc_mc_tileblock1".  There's also a "2".  I used it in BSoCC to hide the unwanted parts of placeables I used to build my rooms, but I'm also using it in the current expansion to hide the interior of a room that's visible even though the door is closed and locked.  My plan was to destroy the block when the PC opens the door.



#7
Lance Botelle

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Thanks Lance,
 
I don't think I'm come across that, what's it called in the tools?
 
Peter


Hi Peter,

Tchos has the correct info and beat me to it. :)

There is also another Map Block placeable that I use on occasion, called "Lid" (plc_mc_estatelid). I prefer the first type though(plc_mc_tileblock1 and plc_mc_tileblock2) as they do a better job in most situations due to the way tile sets are made.

The only "downside" when using these is they get in the way when building and should be added at the end really. In practice (for me at least at the moment), that never happens, and so I often have to shove them out of the way and reposition them after other area alterations.

Using "hide" to hide them as placeables helps sometimes, and I have even converted them to environmental to temporarily hide independent of placeables, but it would have still been better to have had another layer to add and hide them by.

Cheers,
Lance.

#8
PJ156

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Thanks, I have used those for blocking behind placeables but did not know they could block LOS on a map. That will be useful.

 

PJ



#9
Lance Botelle

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Thanks, I have used those for blocking behind placeables but did not know they could block LOS on a map. That will be useful.
 
PJ


Hi Peter,

Actually, sometimes they do not ... sorry I just remembered something ... I had to play around with some special blocker (to do with doors) for some tielsets, so I may have completely gone off the wrong track here.

Let me know nearer the time if they work for you or not .. or I will write again if I get the chance to check what I did to make this work as I said.

Cheers,
Lance.

#10
Tchos

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The reason I used them was not to block LoS, but to compensate for the fact that for some reason, this door wasn't blocking LoS.  By filling the room with a black block, I achieved the same general effect -- the player can't see what's inside the room, and the room doesn't show up on the map.



#11
PJ156

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Hmmm. That won't work then I need to experiment. The estate lid block the map and I've used that a lot on rooms made of placeable walls. It's going to be a Faff covering the whole map that way though. 

 

I will get the area finished and look at my options.

 

PJ



#12
Lance Botelle

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Hmmm. That won't work then I need to experiment. The estate lid block the map and I've used that a lot on rooms made of placeable walls. It's going to be a Faff covering the whole map that way though. 
 
I will get the area finished and look at my options.
 
PJ


Hi Peter,

I found that you probably don't need to do the whole map, as certain closed doors do keep the map concealed. It's a bit of trial and error I have found.

You will probably find a combination of things will eventually achieve what you are after ... that's what happened to me.

Regards,
Lance.