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Korriban's locked door?


Darth Balor

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There's two ways, first is using a script;

 

void main() {

object oDoor=GetObjectByTag("[b]DOOR_TAG[/b]"); 
SetLocked(oDoor,FALSE);
ActionOpenDoor(oDoor);

}

 

Second is to edit the .utd file itself, which depending on what you want to do is probably the best way.

 

--Stream

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The texture there can be fixed, I really don't want to use the console thing. But can you tell me how to open the door please?

Nope. There is no texture there to fix, so it won't work if you reskin the module. I use that particular door in BoS:SR, and in that I used a solution similar to what DarthDingDong mentioned.

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Thinking about it there is another way you could do it, following this tutorial as a guideline you could rename the original on enter script and then use this script as the new on enter.

 

Also if you make a new .utd file of a Korriban door and then do a whereami at the end of the area you're talking about, insert the new door tag and the x,y,z in this part and it will spawn a new door covering the black part.

 

void main() {

CreateObject(OBJECT_TYPE_DOOR, "[b]My_Door[/b]", Location(Vector(-75.87156, -26.69725, 0.00000), 0.0));

object oDoor=GetObjectByTag("[b]DOOR_TAG[/b]"); 
SetLocked(oDoor,FALSE);

ExecuteScript("[b]Renamed_OnEnter[/b]", OBJECT_SELF);
}

--Stream

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So will this script work? It compiles properly, I just want to know if it will work the way the comments say.

 

void main() 
{
               object oEntering = GetEnteringObject();
object oCzerkadoor = GetObjectByTag("kor_czerka_door");
   	if (GetIsPC(oEntering))
 {

//  Check if the door exists - if he does not then create it
         	if (GetIsObjectValid(oCzerkadoor) == FALSE)
               {
CreateObject(OBJECT_TYPE_DOOR, "kor33a_czerka", Location(Vector(-75.87156, -26.69725, 0.00000), 0.0));
               }
object oDoor=GetObjectByTag("kor_czerka_door"); 
SetLocked(oDoor,FALSE);

ExecuteScript("old_k_pkor_33arenter", OBJECT_SELF);
  }

}

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Behind that door is just a black wall. So if it were to be opened and used as a transition it wouldn't look very realistic.

 

The black area is becasue the game does not have a "VIS" file entry to describe what your character see's when they open that door, this is why it is black. If your editing the module you could create a transistion "VIS" entry similiar to the air locks used on Taris when entering the apartments. Then you wouldn't get the black wall.

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The black area is becasue the game does not have a "VIS" file entry to describe what your character see's when they open that door, this is why it is black. If your editing the module you could create a transistion "VIS" entry similiar to the air locks used on Taris when entering the apartments. Then you wouldn't get the black wall.

In this case, I think it's actually because through the door is nothing, but the background DynAmbientColor/Fog colour setting. :)

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In this case, I think it's actually because through the door is nothing, but the background DynAmbientColor/Fog colour setting. :)

Then in that case why doesn't someone model a very small section and "attach" it to the area model that the door in question is in?

 

Enough of a area to create an area transition?

Or even better, spawn an turbolift behind the door?

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When working with area models your area is made up of multiple sub models. The VIS file for these submodels tell you what model your viewing at when you are in that subsection. For example I'm in the Ebon Hawk cockpit from the cockpit model section the "VIS" file says I can see the hall way and I can see the outside of the cockpit model.

 

So in the case of the Korriban area model you would need to locate the subsection that this door is a part of and create a "VIS" entry to another model such as maybe the airlock door model before you exit to the exterior surface of Korriban going to the academy. Voila no more black space.

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When working with area models your area is made up of multiple sub models. The VIS file for these submodels tell you what model your viewing at when you are in that subsection. For example I'm in the Ebon Hawk cockpit from the cockpit model section the "VIS" file says I can see the hall way and I can see the outside of the cockpit model.

 

So in the case of the Korriban area model you would need to locate the subsection that this door is a part of and create a "VIS" entry to another model such as maybe the airlock door model before you exit to the exterior surface of Korriban going to the academy. Voila no more black space.

Are you sure that would work, DK? I don't think you can manipulate where the .vis entry is seen, can you?

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The .vis files are text file like the .txi files. I've played around with them on the side when I was working on THOR to create airlock type of effects like I was describing above. The results looked really bazaar when working with a mix in match of area models renamed for an area. The only thing I have run into is the transparent walls and transistions between models for some modules. Other modules never give me that transparent effect which is just strange.

 

There is a Tut in General tools & Tuts above by Dashus that better lays out what I'm explaining.

 

http://www.lucasforums.com/showthread.php?t=176546

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Ok, I've spawned a door in the cut module, but it isn't lined up correctly.

 

http://i25.photobucket.com/albums/c76/AgeofKnights/kotor/door.png

 

As you can see it is catywankus, I want it lined up where I have drawn the red line. How would I do so?

 

EDIT: I figured out the bearing but now I want to know, which position changes left/right in the git? is it x or y?

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