SIEGE UNIVERSITY 2 |
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Siege University II Tutorials Modding FAQ 095: Upgrading DSII 100: The Basics of Siege Editor 201: Compass Map Radar 202: Conversations 203: Journal 204: Quest Indicator Icons 205: Start Positions 206: Teleporters 207: Town Portal Restrictions 208: Weapon Effects 209: Flick 210: Tuning Grids 211: Setting Up Good Map Lighting 212: Setting Up Simple Node Fading 215: Building Data Tables Siege University I Tutorials 200: Concepts and Terminology 201: Templates 203: Triggers 204: Moods 205: Fades 206: Elevators 211: Naming Key 213: Dungeon Siege Resource System 301: Introduction to Dungeon Siege Architecture Third Party Tutorials A Simple Mod Part One - Armor Textures A Simple Mod Part Two - A New Armor Beginners Guide to Stitching Regions How to Open and Create Tanks Making Chants Work in a New Map Ornaments Understanding the NKK Useful Links Siegetheday.org Dungeon Siege Outpost Dungeon Raider Kdawg.org - List of useful Links MCarp DS Nodes Dungeon Siege 2 at Gamefront Broken World at Gamefront |
212: Setting up a simple house for node fading A tutorial by Ryan Dulac. Ok,
I'm assuming you've got a house and want it to fade properly when your
characters walk inside. To
start with, let's hide the house's roof for awhile, so we can work inside the
house. You can hide nodes by selecting the node(s) and in Siege Editor 2's main
menu bar, clicking on Node and then selecting Hide Node(s). When
you do this with the roof selected, it will disappear. Now we can work _in_ the
house. By
the way, to later show the node again, click on Node in the menu bar and
then select Show All Nodes. If
you do not want the camera to "duck" when you enter the house, select
both your door top(s) and roof if your roof was not visible when you started,
you'll first need to click on Node on the main menu and select Show
All Nodes to show your roof. Then, in the main menu, click on Node
then Properties. Now,
with the Node Properties window up, uncheck Bound Camera and Occludes
Camera to avoid the roof from ducking the camera when you enter the house. You
will probably have to do the same for the walls of the building as well. And,
if you put in two doors, like me, do the same procedure for the other side. In
general, it's good to remove the nodes' default settings so the camera does not
duck when player goes under the door top and roof. Roof Now,
show all the nodes if the roof isn't visible, or put a roof on your house if
there isn't one yet. You will need to set the house up for the fade triggers.
Select the roof and click on the main menu Node then Properties.
Click on the Fade Settings tab. Change
the Level and Object values to 1.
The
properties for the roof should look like this: Now
select your roof and hide it (so you can see inside the building), as you did
earlier. Alternate way of hiding the roof You
can hide the roof in an alternative way. I prefer to use this for all things I
fade for organization. It is not needed, but I will show you the concept and
recommend you do it. Go
to the main menu and select Node then Node Fade Groups. In the Node
Fade Groups window, in the Properties colum on the left, check Section,
Level and Object boxes. Also set the value to all three to 1. Now
click on the New Group button and, in the New Node Fade Group
pop-up window, enter in 1-1-1 followed by a reminder note such as
-town001. The 1-1-1 part is also just a reminder of what attributes you
gave the node(s) for fading. It's not something you _have_ to do, but it is
recommended. Do
not use any characters other than a dash ('-'), letters, and numbers in the
group name. It
should look like the following image: Click
Ok. The group you typed in should now be selectable from the Groups
pull-down menu at the bottom of the window. Select it. Now,
still in the Node Fade Groups window, click on the Add button on
the left. If you have it set up right, you will be able to click on Hide
to hide and Show to show all the nodes you assign to that group. You
can save your Node Fade Groups by going up to the main menu bar, clicking on File
and selecting Save. It's good to do that just in case you crash. Do Save,
not Save Favorites - Saving favorites will delete the group. It is ok to
save favorites _after_ the group is saved. Now,
click on Hide to hide the roof again. Generic Triggers Before
we place generic triggers to fade the roof in and out we need to ensure the Draw
Debug HUD is on. You can turn this on by clicking the 'sideways triangle'
button so it's pressed in - the button is located next to the Visual Node
Placement button (see picture below). Having
this set On will show us the boundaries of our triggers. Now,
we need to place some generic triggers to fade the roof in and out. Go to the Unsorted
Items tab on the left side of SE2, click on the Game Objects folder,
the Special folder, the trigger folder and finally select trigger_generic
from the list. NOTE:
You will get an error message like this: Just
ignore it (click on Ignore Always). Now,
with the trigger_generic selected, place a trigger inside the house,
near the door, by left-clicking. Select the new trigger (white wrench icon) and
right-click, then select Properties from the menu. Now
that the Object Properties window is up, click on the Trigger
Properties tab. Click on the Add Condition button on the right side,
then use the drop-down menu on the Add Trigger Condition to select party_member_within_bounding_box. Now,
look at the Conditions section of the Object Properties window. Under
the Parameter field, you will see These
will give the length, width, and height coordinates of where the player walks
to activate the trigger. In the Value field, I set: I
like to use the door frame as a guideline when setting the diag values. The
default (on _every_ enter) in the boundary check field works for this type of
trigger. You
will want to move the trigger around to align it and will have to use shift and
drag to move up and down if you altered a value that changes its height. It
should look similar to this:
In
the Action section, you will see Region ID in the Parameter
column which is set to 0xFFFFFFFF (in the
Value column). Note that this is _not_ your region's ID. To
find out your region's ID, go up and select Settings in the main menu
bar, then click on region.
For
Fade Type, double-click on the Value field to get a list, then choose Out:Black.
Testing Roof Fade Now
will be a good time to test if the trigger works properly. Save
your map and use Ds2Mod to test the trigger. The roof should fade as you walk
into the house. It will stay faded without adding other triggers. If
your roof faded out, fine - continue on. Continuing
on, copy the trigger you put in the house and paste it outside the house to
make a new trigger.
The
only other alteration to the new trigger we need to make is changing Fade Type
to In. This will fade the roof back in, if you didn't guess that.
If
you have two doors in the house - like my house does - copy the Fade In trigger
and place the copy on the other side and you're all set. Then run another test
to make sure everything is set up right. Additional
tip: If you are working with a lot of triggers or want to be organized you will
want to name your triggers. I named mine... fade in and fade out . Select your
trigger, click on Properties, the Template Properties tab and, under dev_instance_text,
type in a name you want.
This
name will appear only in SE2, above the type of trigger you named (in this case
Generic Trigger) And
so, at the end, here's the same house that we started with: ![]() |