Kargaroc Posted April 19, 2011 Share Posted April 19, 2011 Is it possible to make a loading point that switches rooms without having a visible door? I have rooms that I want to connect together without having to go through a door. Link to comment Share on other sites More sharing options...
0 Secant Posted April 20, 2011 Share Posted April 20, 2011 Yes, actors like these are present in many locations, such as the Lost Woods and certain rooms in dungeons. It's just a matter of finding the right actor; I can point you to a list if necessary, Kargaroc. Link to comment Share on other sites More sharing options...
0 Gump Posted April 20, 2011 Share Posted April 20, 2011 Actually, yes. Another type of transition actor is called the black plane. Atleast, I think thats what its called. Actor Info: Actor #: 0023 Object: 0001 (Always Loaded) Link to comment Share on other sites More sharing options...
0 Salvage66 Posted April 20, 2011 Share Posted April 20, 2011 Actually, yes. Another type of transition actor is called the black plane. Atleast, I think thats what its called. Actor Info: Actor #: 0023 Object: 0001 (Always Loaded) Lol how exactly does the black plane work ive not really used it so.When you cross its path does the area behind you just disapear and load the next room? Link to comment Share on other sites More sharing options...
0 Secant Posted April 20, 2011 Share Posted April 20, 2011 It's not so much the previous area disappears with an adjacent room loaded as another room entirely is loaded, Salvage. Only one room can be loaded at a time, with all its actors in place; all the others stay out of the way until you pass a transition actor that loads that room. The black plane works similarly to the common door transition actors; once you open a door and walk through it, another room is loaded. The only difference is subtlety, in that you only have to walk past the black plane to trigger loading a new room. Link to comment Share on other sites More sharing options...
0 Arcaith Posted April 20, 2011 Share Posted April 20, 2011 The illusion is created by either the geometry of the area visible through the opening being in both maps, or alternatively, the vertex shading is used to create a fade to black around the edges to make the transition less abrupt. The former method is easier to do, and probably better for suspension of disbelief. Link to comment Share on other sites More sharing options...
0 xdaniel Posted April 20, 2011 Share Posted April 20, 2011 The illusion is created by either the geometry of the area visible through the opening being in both maps[...] A very good example of this, in my opinion, being Kokiri Forest's path to the Deku Tree: The first screenshot shows the path in the main village part of Kokiri, the second one shows it in the Deku Tree part. Both contain basically the same geometry in the same place in 3D space, so the transition from one room to the other isn't as abrupt as it would be otherwise. Also, because of how the path bends in an S form, you never get to see the edge of each room unless you use moonjump or free movement. The only thing that's a bit badly designed here is that the three Deku Baba actors only appear when you're almost right in front of them, I suppose because of how the transition actor is positioned. Link to comment Share on other sites More sharing options...
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Kargaroc
Is it possible to make a loading point that switches rooms without having a visible door? I have rooms that I want to connect together without having to go through a door.
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