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#11 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
Posts: 1,171
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![]() ![]() 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 ![]() |
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#12 |
Symbol of Cyric
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![]() ![]() ![]() 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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#13 |
Symbol of Cyric
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but I do want to see your bridge, too; Dinonikos
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#14 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
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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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#15 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
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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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#16 |
Symbol of Cyric
![]() Join Date: March 20, 2006
Location: Europe
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![]() ![]() ![]() ![]() 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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#17 |
Symbol of Cyric
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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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#18 |
Symbol of Cyric
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Or help me out in understanding it...
SilentThief
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#19 |
Horus - Egyptian Sky God
![]() Join Date: June 7, 2007
Location: Japan
Age: 47
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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 ![]() ![]()
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#20 |
Symbol of Cyric
![]() Join Date: March 20, 2006
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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... ![]() 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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