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Ceiling problem fixed
Posted: Fri Nov 11, 2016 7:10 pm
by LordGarth
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
Re: Ceiling problem fixed
Posted: Fri Nov 11, 2016 7:52 pm
by Isaac
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)
Re: Ceiling problem fixed
Posted: Fri Nov 11, 2016 7:56 pm
by LordGarth
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
Re: Ceiling problem fixed
Posted: Fri Nov 11, 2016 9:07 pm
by Isaac
"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.