Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Technical Info concerning Interiors
05-29-2006, 01:53 PM,
#21
 
Thirtheenth topic.


Usage of a Subspace

from the CS Wiki:
Subspaces are used to solve the problem of disconnected areas in the world space. Normally an actor will attempt to find a path in the world space that gets him to his destination. However, if there is no path, and the destination is in that same world space, the actor will not "think" to use load doors.

For example, a house with a balcony needs a subspace to encapsulate the balcony. An actor on the balcony has no linked path grid to get to the street. Yet since the street is in the same world space, the actor makes the invalid assumption that such a path should exist. By surrounding the balcony with a subspace object, the actor sees the balcony and the street as being in two different world spaces. Now when he attempts to find a path to the street, he will assume that he has to go through one or more load doors.
CS wiki, Subspace.


I'll take the ReichParkeep42 as an example (a tower with a ground-floor and a top floor).

Look at the attached screenshot.

In this case there is no pathgrid between the top floor and the ground-floor of the tower. The NPC sees the two floors as two separate interiors. By using the subspace you create another kind of cell (subspace) so the NPC knows that he/she should use the loaddoor (what's normal between two cells). In the example with the balcony you make sure the NPC knows that balcony is not part of the street but part of the house (different cells).

Without a subspace the NPC doesn't know how to return to the lower part of the tower. It means the AI doesn't work properly (wandering etc.).

You can find subspaces in (the CS) the Objectwindow>
Miscellaneous>SubSpace.

I thank HeIsTheDarkness for his effort and contribution to this topic.

sandor has attached this image (downsized version):
[Image: tn_attachment-2451.jpg]
Subspace.jpg (76 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
06-19-2006, 09:02 PM,
#22
 
Fourteenth topic.

Reviewing criteria.


Reviewing criteria.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
06-28-2006, 04:11 PM,
#23
 
Fifteenth topic.

Cleaning your mod.

Cleaning your mod.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
06-29-2006, 06:32 PM,
#24
 
Sixteenth topic

Furniture with silhouettes.

Furniture is floating because of the silhouette (the CS assumes (after pressing "F") the bench (for example) is already on the floor). Press once (sometimes twice) "F" to correct this. All the furniture with silhouettes have the same problem.

A technical explanation.

Quote: Originally written by Razorwing
What happens when you press F is that the model moves down until it hits the nearest colliding polygon on the Z plane. For stock Oblivion stuff that as good as always means it hits a polygon on the model's collision mesh. The collision mesh is invisible and controls whether the player bumps into it; it can be solid, like a wall, or hollow, like a plant that lets you pick ingredients. For custom stuff without collision meshes it lands on the polygon of the actual model. Collision meshes are always optimized, meaning they don't follow the same shape as the actual model. That's why pressing F can often lead to the object floating just above the surface. Presumably, pressing F a second time makes it land on the polygon of the actual model, i.e. lining up perfectly. Whether it happens or not often corresponds to how complex the surface is. For a flat floor, the collision mesh can use the same shape and position as the actual model, meaning stuff lines up perfectly. Of course, that doesn't mean it can't hit other models on its way down though.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
07-16-2006, 10:51 PM,
#25
 
Seventeenth topic.

Can a shopkeeper sell items inside an interior?

Yes he / she can. For example if you select the selling of books in the AI (screenshot), make sure the NPC owns the interior (not via a faction). In this case the NPC can sell the books inside the interior.

If you create a container and place it in the house (or under it) and assign the ownership to the NPC. Add some books (or whatever has to be sold) to the container, the NPC can sell the books even if he doesn't own the house.

The same applies to a container which is added via the merchant container tab selected via the reference screen for the NPC (screenshot).

sandor has attached these images (downsized versions):
[Image: tn_attachment-4241.jpg] [Image: tn_attachment-4242.jpg]
AI.jpg (416 KB) | Merchant Container.jpg (49.07 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
08-19-2006, 03:49 PM,
#26
 
Eighteenth topic.

How to make a buyable house for Elder Scrolls IV: Oblivion Part I
By Smokindan and adapted by sandor.

IMPORTANT:

+ This tutorial uses the Skyrim ? Tower for Sale as an example of a buyable house.
+ Other examples: ReichParkeep11 and Steadhelm20.
+ Screenshots are only used as examples.
+ Modding for Silgrad Tower.

Your Checklist

Please refer back to this checklist during the progress of your mod to make sure you have included everything.

** A house in an exterior cell, linked to an interior cell.
** An interior cell for your house.
** A HouseForSale door i.e. ?1SKxxSDTowerForSaleRiftenDoor?.
** Furniture with all purchasable furniture linked to one Parent object.
** A vendor (the person you purchase furniture from)
** A house quest giver (the person you buy the house from)
** A container object hidden in the vendor?s cell with all the receipts for purchasable furniture given a reference name, ___one that will be referred to in the purchasable furniture script.
** A receipt for each furnishable area
** A script ?HouseRiftenTowerFurnScript? for the purchasable furniture. This enables furniture when you purchase the ___receipt.
** A script, ?HouseRiftenWealthyScript? to advance the quest once you have visited your new house i.e. I've seen my ___new house now I want furniture... point me towards the furniture store.The script runs on the HouseForSale door.
** A script for every receipt.
** A quest for the House for Sale
___+ Quest Data: runs ?HouseRiftenTowerFurnScript?
___+ Quest Stages: 3 (bought house, visited house need furniture, purchased all available upgrades).
___+ Quest Targets: Point to house4sale door and furniture vendor.
___+ Quest Topics: 1SkxxSDHouseInquiry adds choices 1SKxxSDHouseDecline,
___1SKxxSDHouseBuyRiften and 1SKxxSDHouseTooMuchRiften.

Terms

First up, here are some terms you?ll be hearing during the tutorial.

Parents
These are the building blocks for your buyable house. When you make your house each area (in the case of the Tower, each room) and general thing (in the case of the Tower, lighting and d?cor) should have its own parent. Be sure to make these parents a persistent reference and, before you distribute your mod make sure it is initially disabled. Everything that is assigned to this parent is it?s ?child.? For example, my parent is called ?1SKxxSDParentLights? and the ?child? of this is a ?CandlestickFloorOrange256?. When the player purchases a receipt for that area or generality then everything that is the ?child? of that parent as well as the parent itself is enabled. For example, if I purchased the Lighting Receipt then ?1SKxxSDParentLights? is enabled and so is ?CandlestickFloorOrange256?.

Floating
When something is floating in the CS, it is above the ground. It is not desirable to have floaters as it detracts from the quality of your mod and the enjoyment of the player.

Bleeding
Bleeding is when an object in the CS overlaps into another. For example, a rug might go a bit below the floor and only parts show and a barrel might be half in a wall. It isn?t desirable to have bleeding objects as it detracts from the quality of your mod and the enjoyment of the player.


Step 1 ? Your First Room
Every modder works differently. What I did, and like to do, was to make each room as I went; adding clutter, containers, lights and so forth until I was happy with the result and then moving on to the next interior.

The Storage Room
First things first, choose which interior you would like to use. In my case I chose ?TowerSmallCastleTower512Ground1Way?. Remember to give your cell a unique ID i.e. ?1SKxxSDxRiftenTowerforSaleStorage?. Be sure to name the cell ?[Town]House for Sale? not ?MyHouse? (the name changes when you buy the house.) Under the Lighting tab for that cell set the ambient lighting to R: 40, G: 40 and B: 40 and name your cell. If you have multiple cells, do this now for all your cells. Remember, some rooms will have a different interior to the first room i.e. Instead of ?...Ground1Way? it?s ?...Mid Door?

Now, to choose which containers you would like to put in your storage room. Remember, to avoid conflicts, make your own containers with unique IDs i.e. ?1SKxxSDxChestUpperEmpty?. Alternatively, you can use the ?PCChest?? under the Containers menu. Make sure these containers are empty, do not re-spawn, are a persistent reference (so they do not reset when you exit a cell) and do not break immersion i.e. an Ayleid chest in a shack. Space these around your interior; if you using a circular interior place them around the edges and if using a rectangular interior place them in corners or alcoves. Make sure these containers are accessible by the player.

This is a good time to assign a parent to the storage room. It is a good idea to create a new object for your parent. Find an item you wish to be the parent i.e. a jewelry box. Then double-click on it and rename to something unique. When prompted to create a new object, click Yes. Insert the object into the cell. Double click on whatever you wish to make the parent and give it a reference name (this is needed, as scripts only recognize references) i.e. ?SDParentLights?. Then, every time you put an object into the storage room double click on it, go to the Enable Parent tab, choose the cell your parent is in and, from the Reference drop-down menu, choose your parent. Alternatively click choose Reference from Render Window and double click on your parent (the cursor should turn white.) Make sure the object you assign the parent to is initially disabled and, once you are happy with the way your cell look in game, make sure the parent is also initially disabled.

Now, it?s time to start to start decorating. Make a parent for d?cor/ tapestries (giving it a reference) and assign any tapestries, pictures , rugs and whatever you class as decor to it. I left the rugs alone so at least you have something to look at when you buy your house ? Voila!!

The next step is to start the lighting. Make your parent and give it a reference and then put in an overarching light source, such as a chandelier. Then add candles, sconces and so forth. There are two ways you can put in lighting. You can put in a light source and put fake lights around it (this achieves better performance) or put in real lights (an FPS hit might occur.) Try to achieve a good balance between light and dark. Orange is usually the best colour to use for that ?warm and fuzzy? feeling and you should never go above 512 light radius (unless you have a large open space.) As you can see above, the lighting isn?t too dark but not too stark either.


Step 2 - The ?Rest?
Now that your first room is out the way you should be well on your way to grasping the tricks and trades of making a buyable house. Here?s a quick summary of the rest of the rooms in my Tower.

The Display Room
Remember to not put anything overpowering in here. A good mix of display cases, tables, shelves, racks and mannequins is required. Try not to fill very available space with display items. Clutter shelves. Make sure a parent is created and assigned to everything but lighting and d?cor. Like so:


The Study
A desk is important here, as are shelves. Make sure the player has somewhere to sit and that they can get to their desks. Be sure to clutter the shelves and put a pen and quill on the desk. Make sure the desk isn?t floating (I made that mistake.)


The Kitchen
The kitchen doesn?t always need a fire, although it looks good. Put some empty containers in there for food, add a table, some chairs you can sit in, food, a bar perhaps and some wine (can?t go without some alcohol ?) Make sure to create a parent for the Kitchen and assign objects to it.


Bedrooms
In the Tower I made two bedrooms; one with two single beds and another with a double bed (called the bedroom suite.) In your buyable house you?ll probably only have one but it?s up to you. Look for floaters and bleeders, add some drawers and wardrobes, a display case here and there and a bedside table. Make sure to create a parent for the Bedrooms and assign objects to it.

sandor has attached these images (downsized versions):
[Image: tn_attachment-5130.jpg] [Image: tn_attachment-5133.jpg] [Image: tn_attachment-5135.jpg] [Image: tn_attachment-5136.jpg] [Image: tn_attachment-5137.jpg] [Image: tn_attachment-5138.jpg]
Storage.jpg (189 KB) | Fine Goods.jpg (193 KB) | Kitchen.jpg (184 KB) | Study.jpg (164.25 KB) | Master bedroom.jpg (162.27 KB) | Display room.jpg (174.12 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
09-27-2006, 08:52 AM,
#27
 
How to make a buyable house for Elder Scrolls IV: Oblivion Part II
By Smokindan and adapted by sandor.


Alchemy Garden
I made this a separate room in the Tower but it is usually integrated into an existing room (the Kitchen, for example.) They?re a bit fiddly but as long as your assign parents as you go you?ll be fine. Add a tree for a bit of variety (scale it down though) and try for a wide range of plants. Put a few recipes and a table in there as well.


The Basement
This one?s pretty open to your own interpretation and probably depends on where your purchasable house is. Basement?s are usually for training, so be sure to put a few mats and dummies in. I also put in a bed roll. Make sure to create a parent for the Basement and assign objects to it.


Teleports
Most importantly, YOU MAY HAVE TO MAKE YOUR OWN DOORS. I experienced a problem where, when using ChorrolTrapDoor2 as a door between my cells, where I was teleported to an outdoor cell. I didn?t realize that my mod conflicted with another using the same door. If you have multiple rooms, be sure to make sure the teleports work fine. Just double click on a door and go to the Teleport tab. Choose the cell you wish to teleport to and select the door or ladder you wish to arrive near. Position the door markers so the arrow is facing into the cell (this is the way the player will face when teleported to your door or ladder).


Step 3 ? The Vendor
The vendor for your buyable house can either be in a new cell and, hence, a new shop or be an existing vendor. Since I made my buyable house for the Skyrim for Oblivion mod I made a new cell and shop for my vendor, Baryn Indarys, a Dark Elf. For ease of use, I?ll describe both ways ?


Making a New Vendor
Firstly, create a new cell. Using my guidelines above make the shop or home whatever you like.

Now we create our vendor NPC.
It?s probably best to edit an existing NPC, thereby eliminating any need to fiddle around with meshes and models. Right click on the NPC you wish to use as your vendor and change its ID. Click OK. When prompted to create a new object, click Yes. Voila, you have your vendor! Remember to get rid of any scripts on them, change their level, make sure they aren?t a quest object, don?t have any RAI and anything that will change how they will interact with the player. Insert them into your newly made cell.

Now to make our vendor?s chest; which will house our purchasable receipts (created later.)
Using an existing ?VendorReceipts?? as a base create a new object by editing the ID of the object and name it something along the lines of ?1SKxxSDHouseRiftenAddons01?.

Give your chest a reference by double-clicking on it and, in the box that says Reference Editor ID, type in something like ?HouseRiftenAddons01Ref?.
Don't assign ownership(the script will take care of that) and make sure that "persistent reference" and "initially disabled" are selected.

Double-click on your vendor and go to the Merchant Container tab. Choose a ?VendorChest?? which you want your vendor to sell i.e. the Publican goods. Alternatively, make your own vendor chest, by creating a new item, and adding what you want your vendor to sell to the container (persistent reference checked). Be sure to insert both chests into your vendor?s cell, making sure that both are under any interiors (you don?t want the player stealing anything do you ?)

Luckily, you don?t have to use any parents in this cell but you can assign ownership to your cell. Right click on your cell ID, choose Edit and go to the Interior Data tab in your Cell window. Assign your NPC as owner of the cell (the NPC can sell all the stuff inside, if selected via the AI) and choose to make your cell a Public Cell. Done!!


Step 4 ? Scripts, Receipts and Quests
All you objects are in your cell/s and have parents assigned to them, right? You?ve checked it in game? Your lighting doesn?t look unnatural and you can walk around without getting caught on things? At this point it?s probably a good idea for someone else to test your mod and see how they like (or don?t) things.

Receipts
This is probably the easiest part of the whole plugin. Go to Items-Books in the CS and find a note which looks like a receipt (any receipt will do for example HouseBravilDiningAreaReceipt). Edit it and give it a new ID i.e. ?1SKxxSDHouseRiftenLightingReceipt?. When prompted to create a new item, click yes. Double-click on your newly created receipt and come up with some kind of flavour text for it. For example, my lighting receipt (red) was:

This entitles the bearer to various lights on all levels, to be promptly installed in your tower in Riften. This includes:

6 Chandeliers
Various Candles
Floor-mounted Candlesticks
Fires

Baryn Indarys' Fine Goods
"Right Next to Gromeil Oak-Hand's Forge!"

Baryn Indarys, Proprietor


Do this for all your rooms or generalities. Remember to put them in the receipts chest you created earlier.

Every receipt has a script attached.

Scriptname HouseFurnReceiptScript

short Doonce

begin OnAdd

if ( Doonce == 0 )
SetItemValue 0
set Doonce to 1
endif

end



Quests
Before we do scripts, a quest is needed for your house. Click on the Q icon in your taskbar. Right click on the left-hand column of the Quest interface and choose New Quest. Name the quest ?Buying a house in [whatever your city is], leave the script for now (you?ll make it later), give it priority of 20 and add the function ?GetIsPlayableRace == 1?. You can just copy and paste it from the other buyable house quests.

Now we add Stages. Go to the Quest Stages tab and create 3 stages; 10, 20 and 30.

Go to stage 10 and in Log Entry right click and select New. Type in some text along the lines ?I just a bought a house in [city.] [Directions to the house I just bought.]?

In the Result Script section, to the right of the Log Entry, type in the following, according to your buyable house (my comments are like this):

Player.RemoveItem Gold001 20000 (Removes however much gold the house costs)

Player.AddItem 1SKxxSDPCHouseRiftenKey 1 (Adds the key)
SetCellOwnership 1SKxxSDRiftenTowerforSaleKitchen (Sets ownership to the player. Be sure to do this for all cells in you house)

SetCellOwnership 1SKxxSDRiftenTowerforSaleAlchemyGarden (As above)

SetCellFullName 1SKxxSDRiftenTowerforSaleKitchen "My Riften Tower" (Changes the entry room from ?House for Sale? to ?My Riften Tower?)

ModPCMiscStat 15 1 (This increases the player?s fame by 1)


Go to stage 20, create a new log entry that says something along the lines of ?I?ve now arrived at my house. I should get furniture at [vendor.]?

Go to stage 30 and type in something along the lines of ?I?ve now bought everything for my house.? Be sure to check End Quest and type the following into the Result Script Box:
StopQuest [ID of my quest]

This is perhaps the most important part of your quest?dialogue!! Go to the Topics tab.
Creating a quest and dialogue.

Always modify your dialogue via the quest window.
Go to the topics tab. Add the topic "greeting", right-click on the "Editor ID" listing and select this topic.
Right-click on the "Editor ID" listing.
Select new and type: "1SkxxSDHouseInquiry". Add three more topics: "1SKxxSDHouseDecline", "1SKxxSDHouseBuyRiften" and "1SKxxSDHouseTooMuchRiften".

Add info's to the topics as shown in the examples.
Greeting: "Hello, my name is Baryn Indarys, proprietor and owner of Fine Goods etc.".
Inquiry: "There's a tower available in Riften at a very good price of 20,000 septims.".
Decline:"Well, come back if you change our mind.".
Buy: "Very well, here is the key.".
Too much: "Oh well, you don't look like the rich type. Come back when you've raised enough money."

Add the "inquiry" topic to the greeting (via add topics listing).
Add the other three to the "inquiry" topic (via the choices listing).

In the "Conditions" listing.
Make sure that for all the topics GetIsID "1SkxxSDBarynIndarys" == 1.
In this case the vendor is also the quest giver.

Add the conditions to the"inquiry" topic as shown in the screenshot.
Checks if you own the "Tower for sale".

Add the conditions to the"buy" topic as shown in the screenshot.
Checks if you have enough gold.
Also add "SetStage HouseRiftenWealthy 10" to the "result script" listing.
The result script removes the gold (see above) etc.

Add the conditions to the"too much" topic as shown in the screenshot.
You don't have the gold.

sandor has attached these images (downsized versions):
[Image: tn_attachment-5122.jpg] [Image: tn_attachment-5123.jpg] [Image: tn_attachment-5124.jpg] [Image: tn_attachment-5139.jpg]
Conditions Inquiry.jpg (221 KB) | Conditions Buy.jpg (212 KB) | Conditions too much.jpg (213.13 KB) | Alchemy Garden.jpg (193.16 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
09-27-2006, 04:43 PM,
#28
 
<span style="font-size: 16px;"><b>How to make a buyable house for Elder Scrolls IV: Oblivion Part III</b></span><br />
By Smokindan and adapted by sandor.<br />
<br />
<br />
<br />
<i>Scripts</i><br />
Don&rsquo;t worry, it may sound scary but it isn&rsquo;t. Most of the work has been done for you. <br />

<br />
An example of your quest script (which goes on the door of your house) is as follows (remember to replace &lsquo;HouseRiftenWealthy&rsquo; with the name of your own quest):<br />
<br />
Comments are preceded by &quot;;&quot; in green.<br />
<br />
<span style="color: Blue;">ScriptName HouseRiftenWealthyScript<br />
<span style="color: green;">; Attached to the HouseForSale door.</span><br />

<br />
Begin OnLoad<br />
If GetStage HouseRiftenWealthy == 10<br />
If Player.GetInCell 1SKxxSDRiftenTowerforSaleKitchen == 1<br />
<span style="color: green;">; if you&rsquo;ve just entered your house</span><br />
SetStage HouseRiftenWealthy 20<br />
<span style="color: green;">; go buy some furniture</span><br />

EndIf<br />
EndIf<br />
End<br />
<br />
<hr width="100%" height="2" color="---------------" noshade ><br />
<br />
<span style="color: green;">;An example of your purchasable furniture script is as follows (remember to replace &lsquo;HouseRiftenTowerFurnScript&rsquo; with the name of your own quest)</span><br />
<br />

Scriptname HouseRiftenTowerFurnScript<br />
<br />
short TotalCount<br />
short MerchSetup<br />
short Doonce1<br />
<span style="color: green;">; You need &quot;Doonce&quot; for each receipt you have, for the second one Doonce2 etc.</span><br />
short Doonce2<br />
float fQuestDelayTime<br />

<br />
<br />
begin gamemode<br />
<br />
<span style="color: green;">;Kill script if conditions aren't met (if you haven&rsquo;t bought the house).</span><br />
<br />
if ( GetStage HouseRiftenWealthy &lt; 10 )<br />
Return<br />
endif<br />

<br />
<br />
<br />
<span style="color: green;">;Enables the receipt container, so the receipts are available for sale </span><br />
<br />
if ( GetStage HouseRiftenWealthy == 20 ) &amp;&amp; ( MerchSetup == 0 )<br />
HouseRiftenAddons01Ref.Enable<br />
<span style="color: green;">; replace HouseRiftenAdddons01Ref with your receipts chest reference</span><br />
HouseRiftenAddons01Ref.SetOwnership 1SKxxSDBarynIndarys<br />

<span style="color: green;">; replace 1SKxxSDxBarynIndarys with the ID of your vendor</span><br />
set MerchSetup to 1<br />
endif<br />
<br />
<span style="color: green;">;These are the variable triggers that are set when a voucher (receipt) is acquired</span><br />
<br />
if ( Player.GetItemCount 1SKxxSDHouseRiftenDecorReceipt == 1 ) &amp;&amp; ( Doonce1 == 0 )<br />
<span style="color: green;">;replace 1SKxxSDHouseRiftenDecorReceipt by your own receipt etc.</span><br />

SDParentTapsandPaints.Enable <br />
<span style="color: green;">;replace SDParentTapsandPaints by your own parent etc.</span><br />
set TotalCount to ( TotalCount + 1 )<br />
set Doonce1 to 1<br />
endif<br />
<br />
if ( Player.GetItemCount 1SKxxSDHouseRiftenDisplayReceipt == 1 ) &amp;&amp; ( Doonce1 == 0 )<br />

SDParentDisplay.Enable <br />
set TotalCount to ( TotalCount + 1 )<br />
set Doonce2 to 1<br />
<br />
<br />
<span style="color: green;">;Ends Quest if All Bought</span><br />
<br />
if ( TotalCount &lt; 3 )<br />

<span style="color: green;">; TotalCount here should be one more than the number of receipts you have</span><br />
if ( TotalCount == 2 )<br />
<span style="color: green;">; TotalCount should equal the number of receipts you have for purchase</span><br />
setstage HouseRiftenWealthy 30<br />
<span style="color: green;">; this ends the quest (stage 30)</span><br />
set fQuestDelayTime to 0<br />
endif<br />

endif<br />
<br />
end</span><br />
<br />
<br />
<u>Step 5 &ndash; Playtesting</u><br />
<br />
Always playtest your quest/ interior. <br />

<br />
Congratulations!! You&rsquo;ve made your first buyable house!!<br />
<hr width="100%" height="2" color="--" noshade ><br />


<br><br>
<table align="center" width="98%" cellpadding="4" cellspacing="1" class="tableinborder">
<tr>
<td align="left" class="tablecat"><span class="smallfont"><b>Attachments:</b></span></td>
</tr>
<tr class="normalfont">
<td class="inposttable" align="left"><img src="images/filetypes/txt.gif" border="0" alt="txt" /><span class="normalfont"> <a href="http://www.silgradtower.net/PublicForumAttachments/Forum2/7z/attachment-5129.7z">Scripts Tower for Sale.txt</a> </span><span class="smallfont">(<b>3.04 KB</b>, <b>5</b> downloads)</span><br /></td>

</tr>
</table>
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
09-27-2006, 07:24 PM,
#29
 
Nineteenth topic.

Locking and unlocking doors via AI, a few tips.

Create a package or select an existing package as shown in the screenshot.

In this case the door will be locked when the package starts (sleeping) and unlocked when the package ends.

Three important conditions.

1 Set ownership for the door to the NPC with the package.

2 If you lock the door, lock the door from the inside of the interior (don't lock the exterior door).

3 Link the door from the inside of the interior to the exterior (some of our models require that).

4 Make sure the NPC is inside the interior when locking/unlocking the door.

Otherwise the package (locking/ unlocking) will not work!


If you select "Needs a key" for the level, the lock can't be picked, if you select "hard" it will possible to pick the lock (even when you assigned a key to the door).


Related discussion.

sandor has attached these images (downsized versions):
[Image: tn_attachment-5412.jpg] [Image: tn_attachment-5413.jpg]
Sleep package.jpg (67.49 KB) | Door.jpg (473 KB)
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD
10-11-2006, 04:26 PM,
#30
 
Twentieth topic.

Guideline for placing lights.

Quote:Originally written by TheImperialDragon
When lighting:

-Minimize the areas where lights conflict with one another
-Minimize the number of lights
-When using a large number of lights, use the fake version then use Lightbulbs.

Here is an example of where the FPS is seriously hit (first screen) because:

a) Too many lights
b) Too many conflicting lights

To fix those FPS problems, you must firstly replace the lights in the areas that have the most conflicts with FPS with fake STATIC ones. Those do not count as lights...

Next, put in lightbulbs in the area, but preferably only one for each set of lights in an area (sometimes more). Refer to the third screen to see what I mean, and don't do what is shown in the second...

Check these links (screenshots).

Too many real lights.
Not like this.
The right way.
Dum loquor, hora fugit  - While I speak the time flies



Ovid 43 BC - 17 AD


Forum Jump:


Users browsing this thread: 1 Guest(s)