Aller au contenu

Photo

cave with water pool


  • Veuillez vous connecter pour répondre
9 réponses à ce sujet

#1
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
i don't know how to do this in an interior level.

#2
Bibdy

Bibdy
  • Members
  • 1 455 messages
Cannot be done. You don't have access to creating Water Planes and such in interior levels. You can use some of the custom water-like models, like the big river flowing through Ortan Thaig, or placing down individual water planes, but they won't generate reflections or give you the same kind of water customization you can do in an exterior level.

#3
Hammer Fang

Hammer Fang
  • Members
  • 78 messages
try cav_water01_0 and cav_water02_0. These are a couple of small distortion planes, that along with a couple of FX you could get to look like water.



gg

#4
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
alright then i'll try an exterior level. thanks guys.

#5
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
i've had this problem before:

Posted Image



as you can see the walls of the caves are not showing.

#6
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
another problem is that the player runs underneath the plane of the floor in the cave.

#7
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
the fade cutaway button in the level editor seems to have the same effect as when i upload the level to the area editor but i don't know how to disable this cutaway effect.

#8
Bibdy

Bibdy
  • Members
  • 1 455 messages
The Fade Cutaway is just a display thing, for the designer to see what the place will look like in max-zoomed-out-camera-mode. Just toggle the button and everything should look fine.



I'm not sure those cave models you used have proper collision created for them. They're not used in the main game, only in a couple of un-used levels. But, try generating pathfinding and see if it puts the green dots in the right place. If the green dots appear below that floor you might have to use the other main cave area models.

#9
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
ok i will try that thanks.

#10
gordonbrown82

gordonbrown82
  • Members
  • 544 messages
i was wondering bibdy if the problem with proper pathfinding is that i haven't used the actual floor of the set pieces but instead put the set piece below the grass and then lowered the grass where the pool is supposed so i'd get edges that weren't rough and then painted the grass with cai_floor textures.