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  #1  
Old 09-26-2005, 06:00 AM
JrFaust
Sarnak
 
Join Date: Aug 2005
Location: Overthere
Posts: 82
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I was playing with 1.9 this weekend and I found an issue. I can make two corridors and all things look fine. When I make any more corridors all the textures in that corridor and all other after turn to the predominant color of the texture last chosen. Some times I can walk through the walls of thoes corridors but I'm not sure if the two are related.
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  #2  
Old 09-26-2005, 06:28 AM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
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The collision avoidance code in Dungeon Builder isn't perfect...it's just an approximation of "real" collision avoidance code. The real thing would use a movement sphere and check it against every polygon that intersects it...I have code elsewhere for that, but for something like Dungeon Builder it isn't really necessary. When you export your zone to .S3D the client will use its own collision avoidance code and you should be fine.

If you have any walls where the texture wasn't set yet, Dungeon Builder's engine tends to use the last texture loaded. It has to do with the way the 3D engine was implemented, and basically it doesn't unbind textures if there is none: it merely uses the one that was last bound. When I build dungeons I usually first click Edit...Set all dungeon textures to make sure that every wall has something assigned to it. There is a checkbox in the dialog box that pops up that will preserve any existing assigned textures so you won't lose any that you have already set. Once I've done that, I then click Edit...Set individual textures (or just click the toolbar icon) to change walls one at a time.

When you export your dungeon, Dungeon Builder will warn you if there are any walls that don't have any assigned textures and will color them either red or blue in the .3DS file (it's red for walls or blue for ceilings and floors, or vice versa -- I forget which). When you import the dungeon in OpenZone, they will be apparent. I should probably get Dungeon Builder to do the red/blue thing when you are walking around your dungeon to also serve to tip you off about unset textures. I'll take a look and see if it's possible for 2.0.
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  #3  
Old 09-30-2005, 06:29 AM
JrFaust
Sarnak
 
Join Date: Aug 2005
Location: Overthere
Posts: 82
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Well at first I didn't fully follow what you meant but none the less I did get the other corridors to show textures correctly using the "Set all dungeon textures."

Thanks for the help

Oh this is a lazyness question but is there a way to change the elevation that corridors start and finish at?

Thanks again.
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  #4  
Old 09-30-2005, 08:06 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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You can move any handle up or down by holding down the Shift key as you move it. And yeah...it's in the help file by the way
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