| 12-17-2003, 01:08 AM | #1 |
Is there any way to get cliffs higher than 2+ levels without smaller cliffs sprouting out around it? I saw this done in a recent screenshot of the new Zelda Open RPG. |
| 12-17-2003, 03:28 AM | #2 |
without seeing a screenshot of the map you're talking about, I suspect they distorted the terrain using the raise/lower tool so that the terrain looks "stretched" into a higher cliff. The cliffs themselves are actual MDX models. As such, they CAN be altered, at least in theory, but in practice it would be a huge pain in the ***, if not practically impossible. And god only knows how the game would treat such things. Also, WE "knows" that there are only 5 "flavors" of cliffs (-2, -1, 0, +1, +2). I seem to recall that the w3e file only stores enough info for those 5 states, so in practical terms this is pretty pie-in-the-sky. If you're intersted in alterig the cliff models themselves, they're in "environment" I believe. You'll know you're in the right place because there are literally over a hundred mdx files. |
| 12-17-2003, 09:07 AM | #3 |
What if we just changed that -2,-1,0,1,2 into something big enough? I would be dying for cliffs to be higher without the naste "spanning out". (Now only find where it stores the damn data.) /Goes off hoping the WE stores that data in every w3e file it makes. |
| 12-17-2003, 12:02 PM | #4 |
Yes Ari's right. I've done a few tests with the cliffs (108 individual mdx files I if I recall correctly). You can effectively double the height of all the cliffs so instead of -2, -1, 1, 2 it's -4, -2, 2, 4 but you won't be able to have distances in between, plus you also need to edit the ramp mdx files otherwise they don't look very nice with the cliffs. The only positive to all this is that it *is* possible, just not very practical. I also highly doubt that just changing around the numbers in the w3e will produce any worthwhile results, as the game engine has no means to actually interpret whatever number you try and put in there. ~kharma |
| 12-17-2003, 04:54 PM | #5 | |
Quote:
Learn something new every day. Hadn't realized that last part :) |
| 12-18-2003, 06:38 AM | #6 |
I thought that was done using whatsits... those doodads called "elevators..." they use the base cliff set, no? so you use that model and don't make it pathable and sort of mesh them up with one another. Bunch of work, but probably easier than model editing for most people. |
