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Re: Illusionary Walls Are Go!

Posted: Mon May 21, 2012 2:08 pm
by DJK
I have been noclipping (F1) long time ago and I hope you guys aren't comparing that to "illusionary walls" ? I mean yes you can run straight through but it's literally noclip and not polished or anything (you can see the other rooms and such straight through everything when not in a "real tile"... look at eye of the beholder, if you are in a illusionary spot it still has solid walls all around you (except any facing that's "open" ofc)..

Re: Illusionary Walls Are Go!

Posted: Mon May 21, 2012 3:00 pm
by Darklord
The reason you can see into the gaps as no interior walls have been placed, this should be easy to remedy.

Daniel.

Re: Illusionary Walls Are Go!

Posted: Mon May 21, 2012 6:21 pm
by Thels
LoG uses walls between squares, whereas EoB used walls as squares, so graphically wise, it's a little different.

With EoB it indeed doesn't show the tile you are currently on, so if you're inside an (illusionary) wall, you don't see anything.

With LoG it would be a question of having the wall show up on both sides. If you're standing inside concrete, then of course it looks silly, since you're not supposed to be there, thus no walls (from that side) are shown. If you have two adjacent rooms, then the wall is shown from both sides.

Re: Illusionary Walls Are Go!

Posted: Tue Sep 18, 2012 11:20 pm
by mharsen
Before I read these posts, I tried a different tactic that has some side-effects I kind of like. I cloned "dungeon_wall_text", set the model to "dungeon_wall_01", dropped it into a wall, rotated it over an opening, and got a nice looking illusionary wall that light can shine through between some of the bricks. If you put a torch at various positions in the hidden hallway, you get varying amounts of light showing through. The only problem is that I get error message "warning! text pivot node not found: dungeon_wall_illusionary". I've barely started and have no idea what this means or how to get rid of it.

The wallsets.lua contained:

Code: Select all

cloneObject{
	name = "dungeon_wall_illusionary",
	baseObject = "dungeon_wall_text",
	model = "assets/models/env/dungeon_wall_01.fbx"
	
}
The light showing through helps players to see that something is quite strange with this wall. You get the same effect using plain “dungeon_wall_text” but I didn’t want text on my illusionary walls. Any ideas on how to repair the error?

Re: Illusionary Walls Are Go!

Posted: Wed Sep 19, 2012 1:56 am
by Lmaoboat
mharsen wrote:Before I read these posts, I tried a different tactic that has some side-effects I kind of like. I cloned "dungeon_wall_text", set the model to "dungeon_wall_01", dropped it into a wall, rotated it over an opening, and got a nice looking illusionary wall that light can shine through between some of the bricks. If you put a torch at various positions in the hidden hallway, you get varying amounts of light showing through. The only problem is that I get error message "warning! text pivot node not found: dungeon_wall_illusionary". I've barely started and have no idea what this means or how to get rid of it.

The wallsets.lua contained:

Code: Select all

cloneObject{
	name = "dungeon_wall_illusionary",
	baseObject = "dungeon_wall_text",
	model = "assets/models/env/dungeon_wall_01.fbx"
	
}
The light showing through helps players to see that something is quite strange with this wall. You get the same effect using plain “dungeon_wall_text” but I didn’t want text on my illusionary walls. Any ideas on how to repair the error?
Maybe it's a problem with using a text wall. Maybe you could try cloning a wall drain instead?

Re: Illusionary Walls Are Go!

Posted: Wed Sep 19, 2012 2:15 am
by Isaac
Why not override whatever you clone with the secret door model and mesh files?

*Edit: I've just tried this, and this is the result.

Illussory wall demonstration

This requires that you clone a dungeon_wall_text object and override the default model with the one used for the secret door; and define a custom material for your cloned object, that uses the diffuse, normal, and specular images of the secret door model.

(This means that until the asset pack is released, you cannot use this method in a distributed mod ~just yet. After it's released ~and provided the secret door textures are in the asset pack, it would be trivial to change the material definition and include the distributable images and mesh.)

Re: Illusionary Walls Are Go!

Posted: Wed Sep 19, 2012 4:39 am
by Malveus
I actually have a solution for this that solves how to do it as well as any concerns about having to worry which walls are illusory forever - currently in the editor, you may add the glass wall props along a wall, then remove squares behind where you placed one or any of them.They display identically to the regular prop but may be walked through freely as an illusory wall.

Re: Illusionary Walls Are Go!

Posted: Wed Sep 19, 2012 5:44 am
by mharsen
Malveus wrote:...add the glass wall props along a wall, then remove squares behind where you placed one or any of them.They display identically to the regular prop but may be walked through freely as an illusory wall.
Perfect! I replaced "dungeon_wall_text" with "temple_glass_wall_1" in the above cloneObject, and it works, has the texture I want, and eleminates the error messages. Thank you Malveus!

The problem I just discovered, however, is that the map shows no wall here, so even if the player glides by it without finding it, one look at the map immediately shows where the illusion is. It would be nice to eliminate this from the map.

Re: Illusionary Walls Are Go!

Posted: Wed Sep 19, 2012 6:40 am
by Lmaoboat
mharsen wrote:
Malveus wrote:...add the glass wall props along a wall, then remove squares behind where you placed one or any of them.They display identically to the regular prop but may be walked through freely as an illusory wall.
Perfect! I replaced "dungeon_wall_text" with "temple_glass_wall_1" in the above cloneObject, and it works, has the texture I want, and eleminates the error messages. Thank you Malveus!

The problem I just discovered, however, is that the map shows no wall here, so even if the player glides by it without finding it, one look at the map immediately shows where the illusion is. It would be nice to eliminate this from the map.
Well I'm about to play some more Bl2, so I can't try it myself, but I'm 90% sure you can make a sure you can make a script that would instantly open a secret door in the same spot as the illusory wall if if you were right in front of it and looking in it's direction. You'd need use an invisible pressure plate that's attached to a script that does something to the effect of

Code: Select all

function lookcheck()
        if party.facing == 0 then
                mapdoor:setDoorState("open")
        end
end
EDIT:

Yep, it works.

Re: Illusionary Walls Are Go!

Posted: Wed Sep 19, 2012 9:15 am
by Isaac
This is solved.
The way to do it is to clone the Ivy as the base object.

I tried it with my project above and it looks indistinguishable. :)
(And no errors.)

** Ah well... No errors but that it's obvious on the map. My guess is that a good editor Icon would hide this. I'll see if that works.