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Mold Caves : official thread

Submitted by Moutrave on

Hey !

I've been working on several mold caves, replacing the old modules with the new ones and moving the clutter around so it still fits and hides the patterns etc. I've also added some more clutter, roots, plants, whatnots in the caves so they look more varied and different from one another (at least i tried :) far from over yet).There may be some meshes that shouldn't be there though, in that case let me know, I'll find others to fill the space.

Today I started playing with FX and more lightings, and also added stuff in some rooms I found empty. Maybe it's an issue of fidelity, but I just thought I would test that kind of things in one cave (ashinabi) and then move forwad (or backwards!) according to feedback. It's pretty light though, nothing drastic.

I've updated this document https://docs.google.com/spreadsheet/ccc?key=0Arez62fgyoa5dDRLSGI0U3JMdDZzRmdQRGw0QXUwVFE&usp=drive_web#gid=1 and added my name to the caves I'm working on. I'l also be doing the navmesh when the new modules have proper collisions.

I've encountered some seams issues with some modules and still don't really know how to use certain meshes (notably the _mid series of the small rooms. When I open the pulu egg mine...most meshes are missing so I don't have any reference. I'll post screenshot of my issues in a next post, probably tomorrow. For now I'll just post a couple of pics i've taken tonight from my work in the Ashinabi cave.

Cheers ! (edit : dropbox link doesn't work when I try to insert the images so...I'll just post the links...°

https://www.dropbox.com/s/e3epkj2wtdqfcro/2014-02-05%2021_43_49-Ashinabi%20%5BTop%20view%2C%20perspective%5D%20-%20M%23_%2032.21%25%20%2850.57%20MB%20_%20157.jpg

https://www.dropbox.com/s/hp2m5skyo5ks648/2014-02-05%2021_55_24-Ashinabi%20%5BTop%20view%2C%20perspective%5D%20-%20M%23_%2032.45%25%20%2850.94%20MB%20_%20157.jpg

https://www.dropbox.com/s/crqwn596e55ox5b/2014-02-05%2021_55_58-Ashinabi%20%5BTop%20view%2C%20perspective%5D%20-%20M%23_%2032.45%25%20%2850.94%20MB%20_%20157.jpg

https://www.dropbox.com/s/346rnn18eos3pk8/2014-02-05%2021_56_53-Ashinabi%20%5BTop%20view%2C%20perspective%5D%20-%20M%23_%2032.45%25%20%2850.94%20MB%20_%20157.jpg

https://www.dropbox.com/s/69ujj61di5cd9q8/2014-02-05%2022_08_11-Ashinabi%20%5BTop%20view%2C%20perspective%5D%20-%20M%23_%2034.18%25%20%2853.66%20MB%20_%20157.jpg

 

 

 

 

 

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Last edited by grumpycat on 8 Dec 2014 - 20:48.

Are you using happychappy's assets ? If so, I certainly hope you are using the latest dev release (+ the extra package for mold assets).

If no, get them from the dev chat, asap.

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I do use them. The Ashinabi cave has mostly custom big rooms and I'm still waiting for the equivalents (HappyChappy said they were being done but that it would take a while). For now I just replaced corridors and regular rooms whenever I can.

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So I came back to the caves I had worked on at first (Milk, Minabi, Mat...), wanting to add more props / lights / effetcs AND replace old big room modules with newer ones, after having been told that I was missing the ENV3d_DUNG_BETHHAP_CaveTrans00 in order to do proper transitions...well it seems that I may still be missing things, or I just don't know how to use the modules, because they don't fit, at least not with what I tried. 

I was trying to replace this :

[External image]

I tried to connect the L shaped corridor to the caveTrans00...and there were huge gaps and it looked awful. I then tried to use modules like ENV3d_DUNG_BETHHAP_MOLD_caveglroomdoor04 and ENV3d_DUNG_BETHHAP_MOLD_caveglroomdoorl04 but neither the connexions nor the style seem to match...so again I'm confused...am I missing something?

[External image]

Meanwhile, I'll keep adding more cool effects in the caves...but I'd really like to be able to be done with the replacing and have proper collisions so I can build the navmesh. 

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Ok, I see the problem, my fault to communicate.

There are some models which are fixed shapes. You can tell because when you select them they are entire rooms. These are such unique shapes that they are not being replaced.

They are the editor ids: 0inUmoldcaveU00 - 0inUmoldcaveU27d

Sorry my fault for not explaining that to you.

I'm going to try and get collision going tonight.

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Hey,

 

yeah I knew that some unique rooms couldn't be replaced at the moment, you said that someone was already making them right ?

 

I also thought that the simplest big rooms like this one could actually be remade with the corner rm modules that are present right now and with which i have played around in order to try and recreate that. After all it seems to me that if you put 2 connecting modules + some room or corner modules together, the result would be achievement and we could have this kind of simple big dome like rooms.

Now I'm confused again and I have no idea where to use the big corner modules, big connections and other stuff like ENV3d_DUNG_BETHHAP_MOLD_caveglroomdoor04 and ENV3d_DUNG_BETHHAP_MOLD_caveglroomdoorl04...So I guess I'll keep replacing all corridors just as I have done up to now, I just find it weird and frustrating to have all these modules in the editor and not be able to use them :x strange ! So if anyone one day has some solution for it or an explaation, that would actually make me a bit saner :)

 

Thanks otherwise for your answer, and let me know when the collisions are ready so i can right away go back to the wonderful work of navmesh creation :)

 

cheers !

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