Creating Worldspace Bounds?

Post » Tue Dec 21, 2010 7:50 am

I'm currently working on a desert worldspace but I need suggestions for one minor issues that I'm going to have. I need to create boundaries for my worldspace, normally I'd go with something natural like water or cliffs but I unfortunately can't. So I need to figure out how to make world borders similar to those in the base game. My only current idea is to make an activation wall that wall the player enters they are knocked down and a message is displayed.
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Katie Louise Ingram
 
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Post » Tue Dec 21, 2010 2:47 pm

You just need to create a region that has the "Border Region" check box flagged.
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Pixie
 
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Post » Tue Dec 21, 2010 1:16 am

But I think to make that region would require the use of the region editor, which would automatically make your worldspace at least 64x64 cells. This is fine if your worldspace needs to be huge, and your already using it. But if you have a much smaller one, try this. Place a trigger along each side of your worldspace (probably 4 if its rather square like the wasteland) and make it display a message that says something like "You cant go this way." or whatever. Then right on the outer edge of your trigger (which should only be a few feet wide) place a collision place. That way they go near it, and it says they cant, then they cant go any further.
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Matt Terry
 
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Post » Tue Dec 21, 2010 2:39 pm

Why should adding region information make the world space bigger? It never did that in Oblivion, and they have small world spaces in the game already that have multiple regions...
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Kelli Wolfe
 
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Post » Tue Dec 21, 2010 10:41 am

How do you place collision boxes in the GECK anyway? I can't find them in statics.
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Yung Prince
 
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Post » Tue Dec 21, 2010 3:27 am

You have to create them by clicking on their icon in the tool bar. There are three of them on the far right. They all have a "C" in their icons. They are collision: planes, cubes, spheres. After you click one, move your cursor onto some tile in the render window and right-click-hold-drag-release to make the X-Y portion, repeat for the Z component. With a little practice, you'll get the hang of it.
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Eileen Müller
 
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Post » Tue Dec 21, 2010 3:18 pm

Ok thanks. :)
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joannARRGH
 
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