How to get player 0 to start on terrain.
- Alter-Fox
- The Feline Menace
- Posts: 3164
- Joined: Thu May 24, 2007 12:49 pm
- Location: the realms of theory
- Contact:
How to get player 0 to start on terrain.
In D3 singleplayer levels, how would I get the player to start on the terrain. I tried moving the player out of the first room onto the terrain, but when I tested the level all I got was a \"hall of mirrors,\" as if I was outside the level.
Oh, ok. you build a room inside a room. ..yeah.. i know. that's kinda vague. There are some tuts out there ..or were.. that explained how to build a floating room. Use the same principle outside.
In d3 single player, you start outside ..infact .. there are several levels now that I think about it where you start outside.
Off hand, I would try making it so you can push objects through walls and move the player starting point to the terrain.... hm. I'll have try this when I get home. .
In d3 single player, you start outside ..infact .. there are several levels now that I think about it where you start outside.
Off hand, I would try making it so you can push objects through walls and move the player starting point to the terrain.... hm. I'll have try this when I get home. .
- Alter-Fox
- The Feline Menace
- Posts: 3164
- Joined: Thu May 24, 2007 12:49 pm
- Location: the realms of theory
- Contact:
And after you link the room to the external room, can you move the player out of it?
EDIT: When I try to move a room around on the terrain, I can't tell if it's where I want it because it either appears way above or way below the terrain, depending on how the camera is rotated. A few days ago I tried the \"link room to new external room.\" Whenever I clicked on the option, the \"Rainbow texture\" changed back to whatever it had been before, and the editor told me to select a face.
EDIT: When I try to move a room around on the terrain, I can't tell if it's where I want it because it either appears way above or way below the terrain, depending on how the camera is rotated. A few days ago I tried the \"link room to new external room.\" Whenever I clicked on the option, the \"Rainbow texture\" changed back to whatever it had been before, and the editor told me to select a face.
Ok, here's my two cents worth:
Make a simple room, a small cube will do. It must be used as the first room in a new level. All faces need to be 'rainbow' texture, it shows in the browser as some colors with 'Outrage Test' on it. Now, mark all faces and, in world view, select 'Link Marked to External Room', and viola, your room vanishes! It is still there, in fact you now have two rooms, one external and one internal. 'Verify' will throw this as an error, telling you that you have a duplicated room, but that's okay. If you move the player start, it must stay in the internal room. You can move the internal room by deleting the external room, moving the internal room, and recreating the external room.
I would not make a platform and link an external room to it, it could be problematic. I would make the platform separately, and 'hover' an invisible, external room slightly above it. Outdoor areas are handled completely different from the indoor areas. Two different engines linked through an external room. To make that transition smooth, 'Link to external Room' seems to work the best, even when it is applied to just one face. Try playing D3 on an older machine with motherboard video and you really see the difference. In particular with doors, you can't just leave off a face and mark the door room as external.
Make a simple room, a small cube will do. It must be used as the first room in a new level. All faces need to be 'rainbow' texture, it shows in the browser as some colors with 'Outrage Test' on it. Now, mark all faces and, in world view, select 'Link Marked to External Room', and viola, your room vanishes! It is still there, in fact you now have two rooms, one external and one internal. 'Verify' will throw this as an error, telling you that you have a duplicated room, but that's okay. If you move the player start, it must stay in the internal room. You can move the internal room by deleting the external room, moving the internal room, and recreating the external room.
I would not make a platform and link an external room to it, it could be problematic. I would make the platform separately, and 'hover' an invisible, external room slightly above it. Outdoor areas are handled completely different from the indoor areas. Two different engines linked through an external room. To make that transition smooth, 'Link to external Room' seems to work the best, even when it is applied to just one face. Try playing D3 on an older machine with motherboard video and you really see the difference. In particular with doors, you can't just leave off a face and mark the door room as external.