Please ask your basic (newbie) questions in here. - by scumble
Ziemanskye on 26/11/2005 at 21:04
Glaswolf - that's in the tim files/smesh properties, assuming that it was a smesh rather than an actor version you twiddled.
You don't need to re-dis anything for that to carry to other people's installs because it gets backed into the ibt file.
If you only wanted it to happen to one instance of the mesh, rather than across all of the, give it the property Movement>Physics>PHYS_None (at least, I think that's where it is)
GlasWolf on 27/11/2005 at 00:19
Thanks Z/Scott. It's not a big deal in the case of these (smesh) stairs as you're just going up a ramp anyway, but the physics property may come in handy in the future. vH, sorry for hijacking the topic. :erm:
Bardic on 29/11/2005 at 21:26
I think I read a message somewhere about having multiple sky boxes. If that works, would it be done by having only 1 skybox actor active at a time? So you could turn one on when heading to rooms that had easterly facing windows, and another for north facing windows.
Also, if the skybox is always rendered, does that include completely enclosed rooms? So could we get better performance by disabling all skybox actors when in buildings (far enough that you can't see outside through portals)
STiFU on 30/11/2005 at 13:14
I cant imagine how it should be possible to have multiple Skyboxes because the fakebackdrop toggle cannot be defined closer as far as i know. So T3 wouldnt know which skybox to use.
Komag on 30/11/2005 at 13:41
Maybe you could teleport the skybox camera.
But you're just wanting a difference between east and north, that's already how skyboxes work - you just put the stuff you want seen east on the east side of the skybox room, and the stuff north north
STiFU on 30/11/2005 at 17:03
Hmn that camera movement is a cool idea. You could do cool things with that perhaps.
Bit i've got a question as well. Is there some way to import t3d files into 3ds? I tested the undying t3d tool but it didnt work. It was developed for 3ds 3 so that might be the reason.
Bardic on 30/11/2005 at 19:01
Teleport would work I think. What I want is rather than say 20 smeshes divided by N, E, W, S, I could have the easterly skybox has all it's smeshes on one side, and the westerly skybox has all it's smeshes on the other side.
If things in the skybox are always rendered despite zone portals and solid bsp in the way, you could impove performance by teleporting the camera into an empty skybox when indoors, or you could have a fairly empty room that looks out over an extensive skybox scene but only when you enter that room.
Ziemanskye on 30/11/2005 at 21:17
Or you could just have one skybox full of stuff and have triggerscripts bOutOfWorld=True on the stuff you don't want.
Just build each "area" of the sky box, put some kind of dummy actor in the middle that triggerscripts to everything, and give it a couple of listening for message scripts, then you can have volumes in the world that shout about which set you want.
Bardic on 30/11/2005 at 23:51
Hmm, send the triggerscript message east to the actor, and show all linked smeshes of link flavor x, or some such.
You and your crazy easy ways of doing things. :D
Gestalt on 1/12/2005 at 09:34
I don't think I ever mentioned it, but the underground level I'm working on has a dual skybox. It works sort of like the way Ziemanskye mentioned. Basically I have a volume with triggerscript links to all the smeshes for both skies, with the meshes/lights for the second (underground) sky initially set to bOutofWorld=False. When the player enters the volume, a script toggles the bOutofWorld setting. The catch is that if the player passes through the volume too quickly, the game doesn't register it, and it keeps the first sky. Just don't place the volume in a place the player can drop through at high speed.
I was actually going to ask if there was a better way to do this earlier, but forgot.