Aller au contenu

Photo

Translucent creatures


  • Veuillez vous connecter pour répondre
14 réponses à ce sujet

#1
Proleric

Proleric
  • Members
  • 2 345 messages
In some situations, I find that creatures become translucent, i.e. visible but the player can see through them like a ghost.

It might be a line of sight issue, as it mostly happens when a creature is on a platform or behind a buttress, especially in custom tilesets.

Can't find anything on this after a quick search - any thoughts?

#2
Failed.Bard

Failed.Bard
  • Members
  • 774 messages

It sounds like there's no direct LoS to them, but they can still be "heard", and it's treating them the way it would if they were stealthed and heard but not seen by the player.



#3
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

It sounds like there's no direct LoS to them, but they can still be "heard", and it's treating them the way it would if they were stealthed and heard but not seen by the player.

 

Wonder if there is a way to check this through scripting.



#4
Failed.Bard

Failed.Bard
  • Members
  • 774 messages

LineOfSightObject( object oSource, object oTarget ), though it might have to be checked in both direction to verify.

I'm assuming that it checks from aurorabase to aurorabase, so it's hitting the LoS blocking wall surface based on a straight line between feet.


  • Pstemarie et OldTimeRadio aiment ceci

#5
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

@ Proleric, using that function FB mentioned, you might be able to make some debug checks to check if LOS exists from the PC to the creature.



#6
Proleric

Proleric
  • Members
  • 2 345 messages
LoS_Demo1.jpg

In the example above, though there appears to be a line of sight from the kneeling PC to the sitting judge, LineOfSightObject() returns FALSE. As predicted by your helpful comments, the judge is ghosting.

However, when the judge is standing in the same position, LineOfSightObject() returns TRUE, and the ghosting ceases:

LoS_Demo2.jpg

In the case, it seems that sitting on a platform is the issue. Moving the chair nearer to the PC, or having the PC stand, makes no difference whatsoever. The platform tile is tcd01_p36_01 from Classic Dungeon (same issue with the Project Q version).

This one I can live with (the judge looks OK standing up).

I'll post other cases as I find them (e.g. the buttress wall, where arguably the player doesn't have line of sight, even though their camera does).

#7
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

I'll have to look at the Q version of that tile and check the walkmesh - I've found faces on other tiles in that tileset that were set to "obscurring" and not "stone" like they should be.



#8
Failed.Bard

Failed.Bard
  • Members
  • 774 messages

It looks as though the NPC is also further back when they're in the seated position, vs standing, in those screenshots.  Is it possible to just move the chair further up, in that case, to work around it?



#9
Proleric

Proleric
  • Members
  • 2 345 messages
No, moving the chair makes no difference.

#10
cervantes35

cervantes35
  • Members
  • 291 messages

I'm not big into building placeables but could it be the PWK that is obscurring your LOS as in your pictures it only occurs when seated.



#11
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Proleric, see if this works. I fixed some issues with the walkmesh and changes the "transparent" face material to no walkable. If this doesn't work, I think I know what has to be done.

 

https://www.dropbox...._p36_01.7z?dl=0


  • cervantes35 aime ceci

#12
Proleric

Proleric
  • Members
  • 2 345 messages

Proleric, see if this works. I fixed some issues with the walkmesh and changes the "transparent" face material to no walkable. If this doesn't work, I think I know what has to be done.
 
https://www.dropbox...._p36_01.7z?dl=0


Thanks, but it still has the same issue.

#13
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Ok, I think I know what might be wrong. The walkmesh has a slope leading up to the dais from the front and on both sides, even though the geometry on those faces is perpendicular to the floor. I'm thinking Maxam might once have intended these areas to be steps leading up to the dais. The dais is also higher than the typical dais height use in standard Bioware tilesets. Its possible that the height of the dais combined with the slope is choking the  algorithm the engine uses to determine LOS. 

 

I'll try a few more tweaks and see what we get...


  • Proleric et OldTimeRadio aiment ceci

#14
Pstemarie

Pstemarie
  • Members
  • 2 745 messages

Still working on this - right now....I AM STUMPED!!



#15
Failed.Bard

Failed.Bard
  • Members
  • 774 messages

Without seeing the tile in question, the only thing I could think of that might do it would be if one of the vertical surfaces had an obstructing material, or, if at an engine level, LoS paths that travel "outside" the mapped tile are immediately considered to have no LoS.

  The latter could likely be tested with a simple tiered, all walkable, tile replacement.