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[QUESTION] Invisible doodads underground

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Eluo:

--- Quote from: "Steff" ---And hwo he should do it?
--- End quote ---
Spawn doodads at any empty  adts,and build the thing. Move it to a 0_0 position, make sure that no doodad crosses the borderline before you move it.
Extract the adt info of the placed doodads, add the doodads in the same order to a very small wmo(like a barrel or plank or sth there are very small wmos around) with the same coordinates as the ones in the text file of the moved adtSpawn the wmo and tadaa it should work!
But test it out with a few doodads first so you understand the progress. Else you'll do a lot of work and it may not work afterwards :/
The only prolem that could arise is that if the doodads of the wmo are reaching outside the bounding box of the wmo they were added to,they could start flickering. I had the same problem too :/


Infact tigurius made a python script which can be found in the tool section for this exact thing.
The only problem is ,that if you want to do it with doodads like this:


it ends looking ingame like that:


Maybe of you programmers could have a look at this. This tool + something that could increase the bounding box of the wmo would be a hell of a tool. The possibilities that could be achieved with such a program .. could be amazing. Custom battlegrounds, instances, caves, houses and other stuff could be easiey done.

Vel:

--- Quote from: "Norimar" ---Okay I get it to open the .m2 and "Run Template: M2Template1".
Now I'm in the next point I cant get forward:

Where is this Float filter or whatever it is?

Sry but I need a first tutorial to work with programs,.. like a teacher to tell me the basics. After than I can build my expirences on this base.
--- End quote ---
This is not boundbox, it is collision.

you need a "Float Float" section


--- Quote from: "Norimar" ---
--- Quote from: "Vel" ---M2 in 010 hex editor(+m2 template) > Float.Float[+] section
--- End quote ---

Chanced "FloatBoundingBoxRadius" from 30 or so into 900. Din't solved my problem. Also tested with VertexboxRadius and added higher values into BoundingBoxMax ; Still invisible doodads by looking on the ground : /


--- End quote ---


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Maybe I misunderstood explains ... maybe ...
Maybe someone is justtoo lazy to look for and he was waiting for a screenshot ...

Norimar:
Was already in this Floats subject, but everything did nothing - just did only a screenshoot what happens after maxboundbox was added. But it's not collision, i can walk through like always,.. but also with invisible doodads. Now I placed fog there, and want to make a new instance for this part. So i have no trouble for underground areas.

Steff:
The problem is NOT the smale bound box but that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground. The dissapeare then depending on the angel of the camera as fare i know. Had/hafe this also with Kaguls elfvally city under the ground. So we will try the port thing.

Vel:

--- Quote from: "Steff" ---that the models are UNDER the ground line. It is not supported that M2s that are not a part of a WMO are under the ground.
--- End quote ---
I have a custom m2: mine, it is underground, and also very big, but it works fine.

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