This is no longer just about making outside maps, so I figured I'd do another topic for it.
As you may know, I've been experimenting with opened secret door placement and ceiling placement to make higher walls (especially useful when making outside maps), but I have, once again, hit a snatch.
The thing is, when I use the secret door method (copying a secret door object, changing it's model to another wall model) the wall pieces no longer snap together, they leave small, but visible gaps. The same seems to happen with the ceiling placement method (which works with certain classes, but not all).
This could be fixed relatively easily by using pillars as welders, but thence cometh another snatch. You see, changing a pillar's placement to ceiling or door places it in the middle of a square's edge as opposed to the corner they normally are. I can't make walls and pillars match this way, the pillars won't hit between walls when placed high. They either go to the middle of the wall, or in front of or behind the seam that needs fixing. This is all quite hard to explain, but I hope you see what I mean.
What I am proposing, though, is now that we've almost got custom modeling working somewhat, is it possible to change the "root" or the key placement of a model? At least getting a pillar that could be placed on a ceiling would help, but if that is possible, so would be making a modified set of walls that fit on top of existing ones, making higher walls a more reasonable possibility.
Ceiling placement & high walls
Ceiling placement & high walls
BASILEUS
Re: Ceiling placement & high walls
You can change the position of models in Blender thus making a new object so for the pillar just shifting it up in space should work.
Make a new pillar object with this model:
dungeon_pillar_high.model
It's sitting on top of the standard pillars, in the corner, if that's what you're looking for.
I guess this is what you want:
Anything can be moved so a 2 story dungeon is no problem. I didn't do walls, doors, etc. but you get the idea.
Make a new pillar object with this model:
dungeon_pillar_high.model
It's sitting on top of the standard pillars, in the corner, if that's what you're looking for.
Code: Select all
defineObject{
name = "dungeon_pillar_high",
class = "Decoration",
model = "mod_assets/models/dungeon_pillar_high.fbx",
placement = "pillar",
editorIcon = 108,
}SpoilerShow

Re: Ceiling placement & high walls
That precisely. Walls can be shifted up sneakily using a secret door or something the like, but this leaves the mentioned gaps and doesn't work with pillars. I am not educated in blender, but mere shifting should not be too hard. The only downside is that the models need to be redistributed with the dungeon, but that should be manageable. At least the textures remain the same.
Thanks, I'll run some tests with your example and see about getting me a blender (and see will it blend : D)
Thanks, I'll run some tests with your example and see about getting me a blender (and see will it blend : D)
BASILEUS