When I have been making different elevations in a dungeon floor, putting in a lower elevation ceiling manually has been removing the higher elevation ceiling that the brush puts in.
To solve this I put in the manually placed ceiling object code under base_object
dungeon_floor_decoration.
Now the editor should see the ceiling object that is put in manually as a decoration and now displays both ceilings.
Hope this makes sense.
LordGarth
Ceiling problem fixed
Ceiling problem fixed
Dungeon Master and DOOM will live forever.
Re: Ceiling problem fixed
A screenshot of this might make a bit clearer...
Do you mean overlapping and underlaping pathways that do not use the bridge asset? (but appear as stonework)
Do you mean overlapping and underlaping pathways that do not use the bridge asset? (but appear as stonework)
Re: Ceiling problem fixed
Here is the text
Original code
defineObject{
name = "dungeon_ceiling",
baseObject = "base_ceiling",
components = {
{
class = "Model",
model = "assets/models/env/dungeon_ceiling.fbx",
staticShadow = true,
},
{
class = "Occluder",
model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
},
},
minimalSaveState = true,
}
new code
defineObject{
name = "dungeon_ceiling",
baseObject = "base_floor_decoration",
components = {
{
class = "Model",
model = "assets/models/env/dungeon_ceiling.fbx",
staticShadow = true,
},
{
class = "Occluder",
model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
},
},
minimalSaveState = true,
}
this the new part of the code
baseObject = "base_floor_decoration",
As for visuals
Looking up at the manually install ceiling, it is there and can be seen.
The higher ceiling is just a solid black.
LordGarth
Original code
defineObject{
name = "dungeon_ceiling",
baseObject = "base_ceiling",
components = {
{
class = "Model",
model = "assets/models/env/dungeon_ceiling.fbx",
staticShadow = true,
},
{
class = "Occluder",
model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
},
},
minimalSaveState = true,
}
new code
defineObject{
name = "dungeon_ceiling",
baseObject = "base_floor_decoration",
components = {
{
class = "Model",
model = "assets/models/env/dungeon_ceiling.fbx",
staticShadow = true,
},
{
class = "Occluder",
model = "assets/models/env/dungeon_ceiling_1111_occluder.fbx",
},
},
minimalSaveState = true,
}
this the new part of the code
baseObject = "base_floor_decoration",
As for visuals
Looking up at the manually install ceiling, it is there and can be seen.
The higher ceiling is just a solid black.
LordGarth
Dungeon Master and DOOM will live forever.
Re: Ceiling problem fixed
"A picture says a thousand words"
Any asset derived from "base_ceiling", will replace the ceiling above it (leaving a black hole if its own model does not fill the empty space); this is because its definition includes: replacesCeiling = true
The altered [second] object you posted does not replace the ceiling above.
I guess what I had missed, was whether your post was intended as a question or a solution...
If you are asking how to automatically plug the black hole in the ceiling, then obviously the object should not define: replacesCeiling = true
But is that your issue? (or is the hole a side effect of what you've constructed, and needs a different fix?)
**It's possible to automatically spawn a ceiling plug at runtime where your custom object is placed. I had a similar problem with a custom staircase, that erased ceiling tiles several elevations above it.
Any asset derived from "base_ceiling", will replace the ceiling above it (leaving a black hole if its own model does not fill the empty space); this is because its definition includes: replacesCeiling = true
The altered [second] object you posted does not replace the ceiling above.
I guess what I had missed, was whether your post was intended as a question or a solution...
If you are asking how to automatically plug the black hole in the ceiling, then obviously the object should not define: replacesCeiling = true
But is that your issue? (or is the hole a side effect of what you've constructed, and needs a different fix?)
**It's possible to automatically spawn a ceiling plug at runtime where your custom object is placed. I had a similar problem with a custom staircase, that erased ceiling tiles several elevations above it.