Level Building Tips
The ability coding for Arms and Armor is nearing completion though getting the new abilities to actually work is still an issue. For those interested, I have opened a topic - Custom Ability Implementation - on the Bioware forums for getting some help on this issue. If anyone has any inputs, post a comment here or in that thread.
Here are some tips for level-builders. I suspect almost all of these are common knowledge but I figure these will come in useful for someone at least!
Copy and change x-y coordinates (Interiors): Many of the models which are part of the same logical set (eg: Tevinter Interior Tileset - small wall, small roof, floor) have the same size on the x-y axis. So, if you want to line those 2 floor tiles up perfectly, copy and paste the floor tile and change the X or Y units by +/- 8 (depending on the direction). The same applies to the walls and ceilings. Sometimes, the length/width would be different than 8 but once you figure it out, lining them would be a snap!
Replace model file names: When building interiors, it is easier to build the skeleton using the same models for walls, floor, roof, pillars, etc. Once the skeleton is done, you can go into the model properties and change the model file name to the one you actually want there. This is easier than placing the new model there and copying the coordinates.
Cutaway Override in model properties: When you place a picture/coat-of-arms/torches/etc on a wall, going into Tactical Mode in-game cuts away the tops of these walls. The props placed on the walls look like they are hanging in space. To prevent this from happening, you can set Cutaway Override to FALSE in the properties for that model/prop. I didn't know about this before and had to realign a whole bunch of wall torches onto pillars!
Shadows without models: Let's say you want to build a dark pit or a dark circular area within a big room. Place a model of the appropriate shape (doesn't matter which model) right above the area you want to darken and adjust the model properties to set Export To Game as FALSE and Lightmap as TRUE. Place a light directly above it to cast a good shadow. Once you render lightmaps, you will see a dark shadow beneath the model but the model won't be present in-game. There is a bit of work to get it just right since the model can cast shadows from other lights too.
Here is a link to a detailed tutorial about lighting done by the BG2 Redux team. Post any comments or questions you might have in this thread.
September 27, 2016 at 2:50 AM
Very nice article. Great work!
Complete Flooring Solutions