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Re: Wall problems in outdoor level

Posted: Fri Nov 07, 2014 9:11 am
by Sharkeem
Thx for the example, helped a lot. Apparently I overlooked the castle_outside_wall bits. They certainly look better.

It now works reasonably. I know I could have used level transitions, but wanted to keep the "magical" nature of the building - now you walk to a building the size of one of the elemental shrines, can go through one door and see a room the size of the whole building, and then on the other side there's a room even bigger - The effect wouldn't be there if stairs etc. were present I think. Wanted to give it a kind of "magical" feel.

Now all i have to do is to restrict party movement a bit to prevent them from seeing some strange visual things due to the big inside room - but that should work no problem :)

Thanks again everyone,
Sharkeem

Re: Wall problems in outdoor level

Posted: Sun Nov 09, 2014 5:19 pm
by GoldenShadowGS
I have built an above ground dungeon room that has stairs that contain the downward staircase.

http://imgur.com/a/19GMc

Re: Wall problems in outdoor level

Posted: Sun Nov 09, 2014 9:05 pm
by Sharkeem
Thx GoldenShadow. Did you use the usual dungeon walls or did you also have to trick around a bit? For me they disappear like the castle walls...

Re: Wall problems in outdoor level

Posted: Sun Nov 09, 2014 9:14 pm
by GoldenShadowGS
I used the dungeon wall tiles. In the inside, they create the correct walls automatically. On the outside where the dungeon walls are touching breach ground tiles, it is see-through. I have to add in the missing walls with dungeon_wall_01 and dungeon_pillar entities. For the entry, I used dungeon wall height difference. for the roof, I put some dungeon_floors at elevation 1 to cast shadows on the inside area.