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OP
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Joined: Jul 2014
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So I work on this map where there are two terrains.
For testing purpose I made a very simple small level with two terrains that are seperated by some space.
When I open the map (by pressing "m") I would like that the terrain I'm not at is NOT visible on the map.
I can do this by making regional triggers AND turning schroud ON for the level.
I do NOT want shroud in the world or on the map, but that is the only solution I could find at this moment (and thanks Windemere, The Composer and Amarillien for getting me this far).
So in the regional trigger I can edit two properties:
- Generate shroud : true/false - Shroud Visible In World : True/false
Can someone at Larian confirm to me that the first one does NOT work, meaning that no matter what I choose it WILL generate shroud, as long as I have chosen it in the level data. Or am I loosing my mind (quite possible too)?
Any ideas on how to solve this in other ways are welcome.
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addict
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addict
Joined: Sep 2017
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Hey Tiqon,
1) With shroud enabled (Hide Shroud 'False' in level data), everything except the current region will be black -> This allows you to place different terrains in different regions, turning them black/invisible
2) If you don't want shroud in the world and also not on the map, then you will always see the other terrains. -> You can hide the terrain (world only) by placing a cull trigger around it.
3) Shroud Visible In World is an extra setting we introduced mainly for cinematic camera purposes.
Sincerely, Kevin
CTRL+K the elf
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Joined: Jul 2014
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Thanks for clearing that up Kevin.
I noticed that while schroud was enabled, the distance from my character to the schroud = how far my character can see, was very short, compared to the main game.
How is that? Can I change the view distance, meaning that the schroud is farther away from my character. This in in the world, not nessesarily on the map.
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addict
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addict
Joined: Sep 2017
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Hey Tiqon,
I tried it in basic test level, and it didn't seem to be differnent between editor and game. Do you have this in a specific situation, or just in general? Also with existing levels?
Normally, there should be no extra factor determining view distance. Shroud clearing is based on the camera direction (clear where you look at) and distance (clear more if you're higher up), but nothing else.
Sincerely, Kevin
CTRL+K the elf
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member
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OP
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Joined: Jul 2014
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Thanks for getting back to me. I tried it in a basic level too and compared (visually) to how far I could see in the main game, not playing the basic level in the game, but the actual main game (just arrived on The Nameless Isle). So this might be me just comparing a level with nothing on it and something with lots of stuff, that can screw your perception on how far the shroud is away.
I'll have to experiment some more and make some screenies.
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