Door Problems With a New Tile
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Six
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Post by Six »

Bannor Bloodfist wrote:If you ONLY have the TTR01_A01_01_D0, yet you have assigned a generic door to this position, when the door is closed, your mini-maps of the area will still display what is 'behind' the closed door. Yet, if you have a duplicated dummy named TTR01_A01_01_U0 and use that same generic door, then when the character first walks up to that closed door, the room behind the door will remain invisible.
Actually, I never use ANY door dummy nodes in my interors, and the area behind closed generic doors and specific doors is hidden anyway. So... go figure.

The door dummy nodes system is extra fluff from back when the engine had, like, validation.

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Bannor Bloodfist
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Post by Bannor Bloodfist »

Six wrote:Actually, I never use ANY door dummy nodes in my interors, and the area behind closed generic doors and specific doors is hidden anyway. So... go figure.

The door dummy nodes system is extra fluff from back when the engine had, like, validation.
Actually, not true, as it IS still used, and in some instances, depending on where the door is placed within a tile, it can cause issues if you don't have that entry in place.

Doornodes help when editing a tile model, as they allow you to 'see' the door in max, and adjust it's location as well. So, no, may not be absolutely necessary, but it is a great helper when building a tile.

The U node comes into play with angled doors, and doors placed too close to tile edges. I am fairly sure they were added to TNO_Barrows, and TNO_Fort_Interior tilesets due to the angles involved in corridors, and where certain doors were placed.

senemenelas
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Post by senemenelas »

actually i am having some issue with lights showing off closed doors, those are source lights and the door dont block it, so even if it is closed, i have enlightened areas that should be dark: maybe those dummies can solve this problem too, i will try it cuz me too i never placed door dummies on my tiles

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