SanguinettiMods Posted September 2, 2011 Share Posted September 2, 2011 Do I need a transition actor to use an exit? I'm not completely sure how this works. Link to comment Share on other sites More sharing options...
0 Arcaith Posted September 2, 2011 Share Posted September 2, 2011 That depends. If you want to make a door exit from a map, you'll need a transition actor that loads the same room front and back and collision to stop the player from walking through the door actor (which has no collision of its own) onto the exit collision. Exits like the one from Kakariko onto Hyrule Field don't need transition actors, just collision with an exit assigned to it. Link to comment Share on other sites More sharing options...
0 SanguinettiMods Posted September 2, 2011 Author Share Posted September 2, 2011 So, Let's say I wanted to make an exit through a "ruin-like doorway" I would, in my collision file, have a wall there? Then, how would I assign an exit to -That specific wall- ? Link to comment Share on other sites More sharing options...
0 Jason777 Posted September 2, 2011 Share Posted September 2, 2011 http://glitchkill.pr...lay&thread=5006 ^^ That was for making exits in custom maps back when obj2area was the only OBJ importer but I assume that you're using SharpOcarina. Â SharpOcarina assigns different polygon collision types to different groups. So, assign the polygon(s) you wish to act as exits to one group (in SketchUp) for each and every different exit (not sure if that was confusing or not...). From there, edit the polygon type of those different groups in the Collision tab of SharpOcarina. So, Let's say I wanted to make an exit through a "ruin-like doorway" I would, in my collision file, have a wall there?Yes, that is what you would have to do.Then, how would I assign an exit to -That specific wall- ?I believe exit collision can only be on horizontal polygons (or any polygon you can stand on) and not on vertical polygons. You can, however, make a vertical polygon "climable" (of course). Link to comment Share on other sites More sharing options...
0 SanguinettiMods Posted September 3, 2011 Author Share Posted September 3, 2011 Do you think you could provide screenshots? I know which tabs you're talking about, but Adding Exits.... It doesn't seem like it does anything to the polygon type... Link to comment Share on other sites More sharing options...
0 Arcaith Posted September 3, 2011 Share Posted September 3, 2011 Okay, you know the field labelled 'Raw Data'? Change the sixth digit from the left to the number of the exit you want to use from the exit list. There's only one exit in this map, but it's the first one, so you can see that it's set to '1'. Link to comment Share on other sites More sharing options...
0 SanguinettiMods Posted September 3, 2011 Author Share Posted September 3, 2011 That helps immensely, I'll try it right away. Link to comment Share on other sites More sharing options...
0 xdaniel Posted September 3, 2011 Share Posted September 3, 2011 I should probably add an exit option somewhere on that tab, so that you don't have to change the raw data for that anymore... Link to comment Share on other sites More sharing options...
0 haddockd Posted September 3, 2011 Share Posted September 3, 2011 This may sound dumb, but what all is in that "raw data" except for 0001? As in what does it include? Link to comment Share on other sites More sharing options...
0 xdaniel Posted September 3, 2011 Share Posted September 3, 2011 http://wiki.spinout182.com/w/Zelda_64:_Collision_Format#Polygon_Types - although some of the descriptions are incomplete/not fully accurate (ex. the Z-buffer-related notes, those glitches happen only when the scene is missing the requested environment setup). Link to comment Share on other sites More sharing options...
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SanguinettiModsDo I need a transition actor to use an exit? I'm not completely sure how this works.
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