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Railings object and levels with no ceiling

Posted: Wed Nov 16, 2005 11:20 pm
by PadTheMad
Ok so here's what I want to do - I want to create an area that's two stories high, like a big arena of sorts. Problem is, I can easily change the wallset (I've partially implemented this already) but when the player comes out of that arena, the walls still look as though the level is two stories high because the wallset is across the whole level. I'm wondering if there is any way around this or a bodge or something similar... One way I see it working is if there was a trigger to dynamically change wallsets. Could it be done, or is it just a pipedream?

Here's a quick concept I knocked up (please excuse my crude editing skills):

Image

Another thing I'm trying to do is make some sort of balcony for the level above that. I've had a quick bash at doing it and it's worked to a degree (I cloned a pillar and used a quick graphic of a modified pillar) but the size and offset is all wrong. I was just wondering if anyone has tried anything similar or could point me in the direction of how to implement this effectively...

Here's another quick concept, with added Captive water behind it for effect! (Maybe the water could be done by cloning a pit or another flooritem?):

Image

Thanks,

Pad

Posted: Thu Nov 17, 2005 12:31 am
by beowuuf
Its called teleporting to other levels, surely? Some creative wall graphics to hide the jump maybe?

I asked questions like this, or somehting, to cows ages ago - check the archive of his forum ...'a matter of perspective' or soemthing like that, I think he linked ot a nice tutuorial he did

Posted: Thu Nov 17, 2005 10:23 am
by George Gilbert
I as about to suggest exactly the same thing. Because changing levels in RTC is instant (unlike the original DM on ST / Amiga which took several seconds to load all the new graphics) you can swap levels without the party noticing.

With careful use of graphics you can make it seamless.