Prefab Comments: Difference between revisions

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With most prefabs, it is self-evident what they are but when submitting your own prefabs for use by others it is occasionally helpful, even essential, to add comments. As there is no easy way to include this with the prefab, please add your comments to this article.
With most prefabs, it is self-evident what they are but when submitting your own prefabs for use by others it is occasionally helpful, even essential, to add comments. As there is no easy way to include this with the prefab, please add your comments to this article.


==Architecture==
dd


==Readables==
==Readables==

Revision as of 15:27, 28 August 2008

With most prefabs, it is self-evident what they are but when submitting your own prefabs for use by others it is occasionally helpful, even essential, to add comments. As there is no easy way to include this with the prefab, please add your comments to this article.




Architecture

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Readables

There is an extensive selection of readable books, scroll, sheets, etc. For details see Readables Prefabs


Fireplace/Chimney

Prefab : architecture\fireplaces\fireplace_humble_corner_double.pfb

  • Can be retextured as a whole (ideally while still selected as a prefab)
  • Place between between two walls where the caulk indicates or discard one side and use as single.
  • Note multiple edge bevels and patches if cutting/reshaping.
  • It is likely that some bevels will pass through into different visportal areas in your mission. This is likely to corrupt the texture rendering even though it looks fine in Dark Radiant. Solution: Clone offending bevel(s) and resize to fit either side of floor/ceiling etc. so each bevel is fully within one visportal area. See Patch texture rendering error.

Texture aligns all round except for...

  • one small horizontal line at one side of one of the fireplaces - not too noticeable.
  • Horizontal line where vertical chimney starts on two sides only. This will be next dividing wall on one side anyway so only affects one side and this will generally be lost in ceiling hopefully. Not severe.

Rooms, corridors

Rooms, corridors - these should not be used exactly as they are. We don't want lots of mission lookalikes. Instead use them as a start point then adjust, resize, and retexture. Add new features, remove old ones.

Spiral Stairs

These consist of a main module:

(architecture\steps,stairs\spiral_stairs\stair_spiral_192_main.pfb)

which is stackable to any number of floors each 192 units high (add a few steps in a corridor if your floors are a little different) plus one top model:

(architecture\steps,stairs\spiral_stairs\stair_spiral_192_top.pfb)

At the time of writing, multiple patrolling AI might get stuck at the foot of the stair. This appears to be an AI intelligence issue rather than an actual obstacle. I found if I placed a path_corner at the foot of the stairs, directly opposite the bottom step and targetted from above (ie, its preceding path_corner that targets it being place on a floor above) then the AI were OK. I had three AI patrolling and passing one another on the stair for a long time without problems this way.

architecture\steps,stairs\spiral_stairs\bc_spiralstair_clip.pfb

...is for use as monster clip for AI pathfinding with various models in:

models\darkmod\architecture\stairs\

Stepladders

At this time there is a problem with adding the collision model to new maps even though the stepladders work fine in the test map. More later...


For general information about prefabs see Prefabs