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Old 11-21-2007, 03:40 AM   #11
Dinonykos
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Default Re: Enhanced Walls II


This is a hovering block that is a good example. Added as an overlay to a wall (must have the same format!), it can be used as a walkthrough in the center of a square.
It is important that you add it on both sides:

Right now, you can only use it inside a corridor. If you want to use several of those blocks to make a kind of bridge, you have to create "connecting" blocks (blocks that are longer than this one). I have indicated that with yellow lines.
The bridge is not yet shaded . I will post it when I have more spare time.
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Old 11-21-2007, 09:27 AM   #12
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Default Re: Enhanced Walls II



I will go sit in the corner and hug myself while dithering, as my synapses aren't working right after trying to figure this out...

SilentThief
PS, I have NO clue how to do wall stuff. All that I managed to get from that is I THINK you can have more than 3 wall types in your config...
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Old 11-21-2007, 09:29 AM   #13
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Default Re: Enhanced Walls II

but I do want to see your bridge, too; Dinonikos

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Old 11-21-2007, 01:09 PM   #14
Dinonykos
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Default Re: Enhanced Walls II

As far as I know, you can use as many wall-types as you like... I use three at the moment. There are problems with using to many types: Firstly Overlays, Doors and Walls all have to be the same format, and if you want to change walls during a game via global ASL, you also can only exchange walls with the same format.
Anyway, this new template I posted is only useful for special gimmicks. I'll try to finish either the bridge or a nice walkthrough this evening to show what I mean...
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Old 11-21-2007, 01:11 PM   #15
Dinonykos
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Default Re: Enhanced Walls II

Sorry, the above may be misunderstandable. I meant: overlays, walls and doors have to be the same format when you use them together in one wall slot!
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Old 11-21-2007, 03:29 PM   #16
Dinonykos
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Default Re: Enhanced Walls II







You may have noticed that I put this walkthrough inside a long corridor, where it works fine. If I wanted to use this wall anywhere, I would have also had to paint those slots H, P and J. And some perspectives might look strange... Anyway, a walkthrough like this could not be done with none of the other templates that are out there...
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Old 11-21-2007, 07:50 PM   #17
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Default Re: Enhanced Walls II

So you prolly know the offsets and thier relations. Another part of the walls stuff that I dunno. I was asking about the offsets B4 when I wanted to cover the config section of the designers guide. Perhaps Dinonykos would write it?

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Old 11-21-2007, 07:50 PM   #18
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Default Re: Enhanced Walls II

Or help me out in understanding it...

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Old 11-21-2007, 07:52 PM   #19
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Default Re: Enhanced Walls II

WOW! That is some nice stuff there - you really have a good understanding of this wall/coordinate stuff (thanks for the examples - playing with them for a few days (if I ever get the chance) might help me figure them out).

Awesome bridge The unused and X-ed parts of the bridge are a bit confusing, but I will try to get it...
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Old 11-22-2007, 04:20 AM   #20
Dinonykos
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Default Re: Enhanced Walls II

To SilentThief:
XY_wall_rect=... defines the square that the wall slot in your template possesses. This was easy...
XY_off=... Hmm, I assume that this is the offset compared to the Default template. To be honest, I played around a lot before I got proper results. I am not sure wether I understood it or not...
VIEWPORT_COORD_Z_W = X,Y ...
You see, I have not really understood a lot. It is all a matter of adding and substracting coordinates...
It is like Uatu wrote: playing with them a few days (or one evening together with your wife... ) helps a lot.

To Uatu: The unused slots should never be visible. Therefore I placed this bridge into the center of a corridor. Otherwise - due to the strange perspective combinations in DC - it could lead to strange results (like only one half of the bridge visible). To do a bridge or a similar structure that can be placed on a square without any walls surrounding it (and hiding some parts), you would probably need several different walls in a combination.

For example: The rounded wall visible below is based on two walls.

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