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[HELP]Multiple floors scripting

Posted: Wed May 14, 2014 8:51 pm
by hecktickxx
Heyo, I am trying to get an understanding on multiple floors on one level, as I am trying build a church scene; so does anyone know what scripts I need to make a second floor?
Help is much appreciated :D

Re: [HELP]Multiple floors scripting

Posted: Wed May 14, 2014 8:59 pm
by Leki
hecktickxx wrote:Heyo, I am trying to get an understanding on multiple floors on one level, as I am trying build a church scene; so does anyone know what scripts I need to make a second floor?
Help is much appreciated :D
You have to be more specific:
1) do you wanna two or more floor types on the floor? Yust make floor decoration model (e.g. retextured original floor model) - you ned new texture, material definition and decoration definition
2) do you wanna two or more levels to make 6 meters high "hall"? You need new pillar, walls and ceiling models.

Re: [HELP]Multiple floors scripting

Posted: Wed May 14, 2014 9:13 pm
by hecktickxx
I have started to begin on the actual assets thats needed, just need to start on the higher floor's models/textures, but I thought it will be best to try out the scripting side of things to see what my limits are.

http://postimg.org/image/avvussyz9/
http://postimg.org/image/lhjg31jhn/

Re: [HELP]Multiple floors scripting

Posted: Wed May 14, 2014 10:16 pm
by msyblade
If you are referring to the actual floor that you walk on (as opposed to "levels"), it's as easy as creating models and manually placing them in the editor (over the existing floor). In the wallset scripts, you can only set a "ratio" for how often different floor models appear, but not control where they are placed. It is random, dependent on the ratio (which is just a number at the end of the "floor.fbx" line in the wallset.lua. ie:

Code: Select all

floors = {
		"assets/models/env/temple_floor_01.fbx", 30,
		--"assets/models/env/temple_floor_drainage.fbx", 1,
	},
	
this will place a drain every 30 floor tiles.

If you encounter clipping problems, make a new wallset definition and refer the "floors" script to an invisible model (.fbx)before placing the new floors by hand. (Or simply adjusting the height of your model slightly may work.)

Hope this helps! (and hope I understood the question.)

Re: [HELP]Multiple floors scripting

Posted: Wed May 14, 2014 10:38 pm
by hecktickxx
https://www.youtube.com/watch?v=sn_OpeyeTwo this is the idea I meant =b but thanks for the info I can use that for another time ;D
Oh plus this is from the ORRR2 project

Re: [HELP]Multiple floors scripting

Posted: Wed May 14, 2014 10:47 pm
by maneus
This is just an empty stair model going from the left to the right, so the player walk from the side into the stair model.
You can get this effect by placing a stair in your level and walk from the side against it.

Re: [HELP]Multiple floors scripting

Posted: Wed May 14, 2014 11:43 pm
by hecktickxx
Thanks for the tip, just tried it now with a empty space stairs, and I got a platform the right size and how I wanted it :)

Thanks for everyones help :D

Re: [HELP]Multiple floors scripting

Posted: Sat May 17, 2014 1:07 am
by Isaac
hecktickxx wrote:Thanks for the tip, just tried it now with a empty space stairs, and I got a platform the right size and how I wanted it :)

Thanks for everyones help :D
I use this in two parts of room 21 of the ORRR2. Those drop downward, but it works to move upward... The thing to realize is that it's an engine quirk... not really supported, and there are hard limits to how it can be exploited for a false floor. The most problematic being that the engine does NOT affect monsters with the effect; so they cannot conform to the floor height automatically.

*The only option I know of [to allow that] is to create height-shifted copies of the monster animation files, and use them with special case copies for those floors.

Or script a careful swap of them and their upper & lower floor versions when they attempt to move onto a raised or lowered level... and if you use stairs.... that means creating a staircase animation to transition them ~and scripting its use in between the monster swapping. Nightmarish work. In ORRR2, I had default Shrak-Tors working in the floor, but combat was awkward; and there was not enough room to add a height-shifted copy of one.