Darth Balor Posted January 27, 2008 Share Posted January 27, 2008 How can I make it so that the locked door in dreshdae is openable and is an area transition? Link to comment Share on other sites More sharing options...
Marius Fett Posted January 27, 2008 Share Posted January 27, 2008 Would this be the one opposite the Czerka store? Link to comment Share on other sites More sharing options...
Darth Balor Posted January 27, 2008 Author Share Posted January 27, 2008 yes. Link to comment Share on other sites More sharing options...
Silveredge9 Posted January 27, 2008 Share Posted January 27, 2008 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. Link to comment Share on other sites More sharing options...
Marius Fett Posted January 27, 2008 Share Posted January 27, 2008 Spawn a computer console next to it with a warp option? Link to comment Share on other sites More sharing options...
Darth Payne Posted January 27, 2008 Share Posted January 27, 2008 Didn't Redhawke use DarthDingDong's idea in the Ord Mandell mod? If so, it is very possible. Actually it would be the other way around... DDD was stating what I had already done in ORD Mandell. -RH Link to comment Share on other sites More sharing options...
Darth Balor Posted January 27, 2008 Author Share Posted January 27, 2008 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? Link to comment Share on other sites More sharing options...
Stream Posted January 27, 2008 Share Posted January 27, 2008 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 Link to comment Share on other sites More sharing options...
Silveredge9 Posted January 27, 2008 Share Posted January 27, 2008 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. Link to comment Share on other sites More sharing options...
Darth Balor Posted January 27, 2008 Author Share Posted January 27, 2008 I'll find a way to fix it, I really need the door to open for the restoration on the czerka level. Link to comment Share on other sites More sharing options...
Stream Posted January 27, 2008 Share Posted January 27, 2008 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 Link to comment Share on other sites More sharing options...
Darth Balor Posted January 27, 2008 Author Share Posted January 27, 2008 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); } } Link to comment Share on other sites More sharing options...
Stream Posted January 28, 2008 Share Posted January 28, 2008 Yeah that should work fine, don't forget to change the coordinates though. --Stream Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 28, 2008 Share Posted January 28, 2008 I'll find a way to fix it, I really need the door to open for the restoration on the czerka level. The only thing you could do would be to add a new placeable, but you still run into issues since the walkmesh cuts off exactly at the door. Link to comment Share on other sites More sharing options...
Darkkender Posted January 28, 2008 Share Posted January 28, 2008 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. Link to comment Share on other sites More sharing options...
Seamhainn Posted January 28, 2008 Share Posted January 28, 2008 Why don't you make the door transitioning you into the deleted area? That would not solve the problem with the black wall though. But as the deleted area has the same void I assume that should have been the connection. Just my 2 creds though... Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 28, 2008 Share Posted January 28, 2008 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. Link to comment Share on other sites More sharing options...
Darth Xander Posted January 28, 2008 Share Posted January 28, 2008 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? Link to comment Share on other sites More sharing options...
Darkkender Posted January 28, 2008 Share Posted January 28, 2008 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. Link to comment Share on other sites More sharing options...
Darth Balor Posted January 29, 2008 Author Share Posted January 29, 2008 I think I figured how to work the transition. If it works I'll be happy! Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 29, 2008 Share Posted January 29, 2008 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? Link to comment Share on other sites More sharing options...
Darkkender Posted January 29, 2008 Share Posted January 29, 2008 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 Link to comment Share on other sites More sharing options...
Darth Balor Posted January 29, 2008 Author Share Posted January 29, 2008 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? Link to comment Share on other sites More sharing options...
DarthStoney Posted January 29, 2008 Share Posted January 29, 2008 Bearing controls that,http://www.lucasforums.com/showthread.php?t=185200 see thread very helpful. Link to comment Share on other sites More sharing options...
Darth Balor Posted January 30, 2008 Author Share Posted January 30, 2008 I got the bearing! I need to move the door over to the right. Link to comment Share on other sites More sharing options...
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