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Post by anno1404 on May 20, 2011 14:48:26 GMT -5
i believe its because there is a fog, the fog is only evident over the visible models, because the void is a void. (ive mapped for call of duty... fog shows like this on distant things contrast to the void) Excellent theory. thanks.
Atlantica Charles Gold WallBTW Anno your theory of the Atlantica having a Door Assigned to the wall was way off. I had to keep door closed for back of vault otherwise when area was loaded without the hole in the wall you would fall through the floor as there is no collision there until the new room is set up. Phhfff... I said that all along. THAT IS THE REASON I FELL THROUGH ATLANTICA GOING TO SILVER STRIP! (using debug F2 I passed regularly locked door) I kept looking at that god damn room and thinking: why the hell are there doors here but no floor, ceiling or other environments? I got distracted with someone else, and just wrote it off as something wrong with my game. what does that mean for environments? That they can be shut off and on, but you already figured that out. what else? This really does not help us at all does it? Did it taste sweet in your mouth (fingertips) to say that I was "way off"?
safehouse breachThe safehouse has multiple environments, for the breach, Ubiquitous found the coding is: cMissionSetNPCScriptedAction SetToSafehouseBreachIdle { IsLooping = "true" NPCName = "cast_stacey" ScriptedActionName = "SSafehouseBreach" SnapToState = "true" } The fortune exterior has a hole in later missions, and Ubiquitous thinks that there is a second Fortune Exterior environment.
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Post by anno1404 on Jun 5, 2011 12:55:13 GMT -5
TabMod has an invisible collision wall created by items. Ok, the blender is there in the first video from the op, so it's ok (I guess). However, there's still an invisible wall.
Sorry for mediocre quality, but I had to make it in 10 minutes for everything. So, there's no editing & fast re-encoding.
Also, all the storage rooms are inaccessible (there's an invisible wall right before the stairs near the store room 1). honestly i'm not sure what causes the invisible wall. it's obviously one of my items but your guess is as good as mine, because i never noticed it until like 3.4 or so. also the weapons are lined up in the hallway to remove some clutter from the bathroom, since they were starting to overlap and block the save toilet and stuff.
Well, I guess something gone wrong with the survivors-free version: all the weapon spawn points are messed up (as well as blender's). Also, all the storage rooms are inaccessible (there's an invisible wall right before the stairs near the store room 1). The invisible barrier or rather invisible object seem to be caused by the 3 items; revoc, carlauncher1/2 at the hallway. Here's a housekeeper version, all floored juice items placed on kitchen shelve with extra blender, the steel shelve blender is adjusted diagonally but the juice got to move pretty close into the slelve to have the interaction prompt. Weapons and other stuffs are left untouched, just the above mentioned item readjustment. safehouse.txt fileHere are the three items bruce mentions from his new safehouse file: cItemPlacement youreprettygood { ItemName = "revoc" Location = "1.503,0.467,17.117" PropState = "-2" Rotation = "-0.002,0.005,-0.002,1.000" } cItemPlacement proplauncher { ItemName = "carlauncher" Location = "1.503,0.467,15.117" PropState = "-2" Rotation = "-0.002,0.005,-0.002,1.000" }
cItemPlacement proplauncher2 { ItemName = "carlauncher2" Location = "1.503,0.467,16.117" PropState = "-2" Rotation = "-0.002,0.005,-0.002,1.000" }
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Post by anno1404 on Jul 2, 2011 11:45:35 GMT -5
The hole in the wall created by this mission is the only known case of an environment changing without the entire environment changing. It is currently uncertain how this is done. * The wall before the blast is found in data\models\environment\fortune_exterior\fortune_exterior_n17.big with the file name of n17_atl_ext_no_blast Atlantica exterior no blast * The blast hole and room behind the hole is found in data\models\environment\fortune_exterior\fortune_exterior_n12.big with the file name of n12_atl_ext_blast Atlantica exterior blastI think figuring out how the Atlantica blast hole is spawned can teach us more about how the environments work. found this extensive dds page with several tools: cs.elderscrolls.com/constwiki/index.php/DDS_Tools
ubiq thinks this is what changes it: cMissionSetLevelFlags AtlanticaBoom { FlagsToAdd = "2" FlagsToRemove = "131072" Level = "FORTUNE_EXTERIOR" }
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Post by anno1404 on Jul 30, 2011 0:34:24 GMT -5
Ubiq is able to control when the blast hole disappears and shows up, with "flags" with the solution he mentioned above : cMissionSetLevelFlags AtlanticaBoom { FlagsToAdd = "2" FlagsToRemove = "131072" Level = "FORTUNE_EXTERIOR" }
The mission with Boykin, Case 6-2: Last Stand, that entire area is just like the Atlantica case 3-2 blast hole, it does not show up until the boykin battle mission. The wall where the blast hole is supposed to be after 3-2 is always there. In the above picture, I took out everything but the movie theater and tinkerbox in fortune exterior, and the Atlantica casino wall was still there. Several other playthroughs, changing and replacing other areas, and the wall was always there.
The lighting of an area is affected by the number of the building in an area. If a modder takes out areas, the lighting will change. Removing all of the backgrounds makes the area extremely washed out: After removing all the areas, then replacing back 4, the area changes color to a purplish hue.
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Post by ubiquitous on Jul 30, 2011 21:42:42 GMT -5
cMissionSetLevelFlags AtlanticaBoom { FlagsToAdd = "2" FlagsToRemove = "131072" Level = "FORTUNE_EXTERIOR" }
FlagsToAdd = "2" This code adds an environment into the map so in the case of the casino it adds the room that leads into the vault.
FlagsToRemove = "131072" Removes a piece of environment and in the casino it removes that wall that comes up in annos picture.
You could run the code with only adding the environment in but then when you try to leave through where you normally would there will be a wall blocking the path as it wasn't removed. From the back side it will look invisible but when you look through the other side you will see it correctly textured and all.
I'm not sure what determines the flag number but it may be the same numbering system found for sgraph fileNames so finding one may give the answer to the other.
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