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Transitions (Doors) in Sharp Ocarina


Keanine
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So I've been working on a little project with some custom maps, and I've run into some trouble with Sharp Ocarina. I've imported the collision and the separate rooms and all is well, but I can't figure out how transitions, more specifically doors, work. I have successfully made a map with 2 rooms and put a door between them using help from the demo map, but I don't understand how I link the different rooms to new transitions.

 

When having more than 2 rooms, The room I start in is unloaded, and I can see the room that is loaded in the distance. Going through the door loads another room far away from me and unloads another. Let me know if there's any details I've missed!

 

I'm very new to all of this, so I'm open to tips and suggestions.

 

Thanks :D

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Unless otherwise specified, maps generally load on room 00 first. So make sure you're actually loading the correct room in the exit, and change it if required. Secondly, make sure that each door is paired to the correct two rooms, and make sure the rotation is also correct. The 'front' of the door object is the side that is usually barred to a clear trigger with vertical bars (however both sides can be locked if it's a keyed door) and that room is usually the one defined in the SECOND room parameter.

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I've been meaning to add transition actors to ZAP 2.5, but the ZLE2/ZAP2 series are so often ignored I never feel any motivation to do it.

 

EDIT:

 

Really, the tutorial writers, and tool makers have kinda dropped the ball on some of this stuff.  We don't really have a single Tutorial that covers building a simple mutli room map with the existing tools.

 

I would be glad to upgrade ZAP2 with a door routine when I get the time, and see if we can't do some kinda doc with Sharp Ocarina and ZAP2, or Scene Navi.

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Transition actors (which includes door actors) are added into the scene files rather than individual room files. You don't have to order transition actors in any special way.

Well not the ordering, but it has to be specified in the header what offset they're listed, and follow proper formatting.

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After reading through the replies and looking over the ReadMe again I finally realised what I had to do! The list of rooms are given numbers 00, 01 etc as the list goes down, and you call them in the Front Switch and Back Switch. Works like a charm, and now I know this I feel really silly, it's so simple.

 

Thanks for the help guys, wouldn't have worked it out without you!  ^_^

 

EDIT

I just remembered I have something else to ask. When textures appear to be stretched and no longer look how they should ingame, does this mean that this particular surface and/or room is too large? Or is it something I just haven't picked up on yet?

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