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#615170 18/09/17 11:06 PM
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Im having an issue where if i place a floor onto the terrain regenerate the AI seed everything comes up green but when I switch modes and try to walk into the room/house the player will stop at the transition. Any help would be appreciated.

FlamedEdge #615196 18/09/17 11:58 PM
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What kind of floor piece? An object like a bridge/wood platform? Or did you mean painted terrain?

Maybe a screenshot?

FlamedEdge #615252 19/09/17 01:31 AM
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I tried using "BLD_Humans_StonePlatform_4x4_B_Dynamic" but that didn't allow the character to walk onto it unless the character started on it. I tried using "1m_CastleHouse_A_Floorwood_4m_Used" instead that seems to work fine. So i guess it has something to do with "dynamic" the seeder comes up purple not sure what that means. Im new to this xD.

FlamedEdge #615256 19/09/17 01:34 AM
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The dynamic one is probably destructible. If you right click it and click "make scenery" it will probably work as you'd expect.

FlamedEdge #615257 19/09/17 01:36 AM
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Cool i'll try that thanks for the info

FlamedEdge #615285 19/09/17 02:16 AM
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Any tips on making multi level houses? once i make the second floor the first floor is no longer "walkable" i tried making the floor wadable but that didn't seem to help smirk

FlamedEdge #615299 19/09/17 02:35 AM
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Originally Posted by FlamedEdge
Any tips on making multi level houses? once i make the second floor the first floor is no longer "walkable" i tried making the floor wadable but that didn't seem to help smirk


Can't be done in this engine cleanly. You have to "instance" one of the floors.

1.
Basically reserve a big patch of terrain away from your main map. Then place an equivalent sized wall piece you want to use for the second floor. Copy/paste will even work if it's supposed to be exactly the same layout as the bottom floor.

2.
Then place a region trigger around the instanced upper level house (so you can't see outside the "instance").

3.
Throw a camera lock trigger on it (optional).

4.
Place a point trigger near the stairs in the instanced area. Give it an obvious name (I usually do something like LEVELNAME_Point_StairDown_2ndfloor)

5.
Then on your stairs on one end, set an "onuseaction" on the sidebar as Teleport. Select the trigger on the other end. Then do the inverse on the other stairs.

Now you have an instanced 2nd floor.


Maybe I'll do a tutorial on this, though there might be an old one for the D:OS 1 editor laying around. It's the same process.


One other tip is, if you look at fort joy, the first floor of the castle is actually the instanced floor and the 2nd floor is the one you walk on. This layout might work better for you depending on how you already made the house.

Last edited by SniperHF; 19/09/17 02:39 AM.
FlamedEdge #615312 19/09/17 02:52 AM
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Cool thanks for the info i'll stop trying to make it the way i was then because that wont work xD

FlamedEdge #615316 19/09/17 02:56 AM
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Originally Posted by FlamedEdge
Cool thanks for the info i'll stop trying to make it the way i was then because that wont work xD


Yeah. The lack of over/under can be a drag sometimes.


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