Interfacing External and Internal Rooms

D3 Level Editing


There are two ways to do it. First try this: In room properties, there is a check-box "External". Check this box and leave off the face(s) that you want connected to outdoors. That's it! No need for a complete shell for external rooms. But sometimes this doesn't work so well, so here is method two:
Un-check "External" and change the face(s) to be connected to outdoors to "Rainbow" texture... its a colorful one that says "outrage test" on it. Mark this face(s) and in world view, select "Link Room to New External Room". You'll get a warning prompt, make sure the face count is correct and click yes. This creates a new external room with a portal at each marked face. You won't see this room, unless you step through the rooms as the only face of this room is a portal to your internal room. You will also get an error message when you run verify telling you there are x number of room centers not in room.



That is still only two ways, you described exactly what I did, in different words. It doesn't really matter whether you place the external or internal room first. Unless you are saying the external room is the shell, ie, the exterior of the interior room, in which case you may have some problems especially with doors. It would be better to have the shell unconnected to the interior. Then use "Link new external room..." to make the portal to outside, or you can mark the interior room as external.

There is another variation you might consider, though... Make the interior, an internal room, and the exterior, an external room. Make all the doors/windows/whatevers flat, except one, which is (for example) extruded the thickness of the wall, ie, like a door jamb, but the base face is not deleted. Use that to place the external room, then delete the faces that connect the two, plus the portal and the face that was extruded to form the portal. Then use build bridge to form short rooms between each interior and exterior door/window/whatever. Mark these rooms external. This is easier to do than it sounds and can solve some architecture puzzles, in particular, where it is not desired to have the interior exactly corresponding to the exterior. Having each window be a separate room may solve some sound/AI problems.


Note, about "punching through the terrain", if the terrain is not visible from any external room, no need to punch through, it will disappear as soon as you enter an internal room.


Descent3LevelEditing
UpDateNeeded... This is mostly just copied from a thread on Planet Descent, see: Terrain Mapping

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