AndrewClements Posted February 1, 2011 Share Posted February 1, 2011 I want to build a tunnel in the Tamriel worldspace. I really would like to do this without using "doors". In other words I want to go through a mountain directly and not first teleport to an interior cell and then back out at the end of the tunnel. I was thinking if I could remove collision at the entry and exit points of the Tamriel landscape that I might be able to place a "tunnel" object at those points to enable the character to travel through. As an alternative, could I make a deep gorge in the landscape and place a separate item..or items (similar to a large deformed rock made in Blender or whatever) over the gorge to simulate the terrain that was depressed? I'm new to this, so if u have any ideas please explain them as if u were talking to a primary school kid...ha ha. Link to comment Share on other sites More sharing options...
Megatarius Posted February 1, 2011 Share Posted February 1, 2011 Your second idea is possible. Your first one is not. In fact, even if you were to type tcl into the console to remove collision on the player, and were to walk into the ground, and then through the LOD which is slightly lower than the ground, and then typed tcl again to turn collision back on, you'd end up on top of the ground again, rather than falling through infinite Blue Hell space. Link to comment Share on other sites More sharing options...
AndrewClements Posted February 1, 2011 Author Share Posted February 1, 2011 Thanks for the quick answer. So I guess u couldn't load the collision mesh for the landscape into blender and disable it in one tiny spot to allow a character to go through without using "tcl". Come to think of it, the landscape might be too big to load into Blender. It would have been easier if that was possible. The 2nd way will require a lot of work. The "fake" land and then a tunnel structure to go through. And then maybe it wouldn't be weather proof either. I mean in the tunnel if it was raining or whatever it will be that way inside the tunnel too. I guess I could resort the teleporting and make up some excuse for a tunnel to have doors. Like maybe to keep out goblins or something. This game is definitely not tunnel friendly. Link to comment Share on other sites More sharing options...
1mjolnir1 Posted February 1, 2011 Share Posted February 1, 2011 The only way I've found is yes, the second suggestion. Building overlapping rock formations works alright and you can cover up any hidden spots with other objects. But if you really want to go the extra mile... Model your own rocky obstruction to fit the heightmap of your choice and Tadda! you have your own over hanging cave. Weather would affect it your right so you would have to go into the region editor and specifically choose the cells that the tunnel affects and turn off things like rain and snow permanently. But you know what, with all these parameters... yes it is actually completely possible to make a tunnel if you use the region editor accordingly, I'm planning on making something like this aswell for Thorstad! If you model the rocky object to act as a distant building it would also be visible from far away in the distant LOD. :) Link to comment Share on other sites More sharing options...
AndrewClements Posted February 4, 2011 Author Share Posted February 4, 2011 Ok so me and my girlfriend have made a nice tunnel. And I think it looks decent myself. We used various rocks already in the vanilla game and just repositioned them and scaled them. Then edited the landscape on either side to blend in. We used the rocks because they already had green "moss" that was nearly identical to the landscape. With a few trees on them it looks like real landscape. Now of course there has to be a problem. I think Gamebryo's programmers were more intent on coding problems than games. But it's the LOD mesh. It makes a wonderful "curtain" for my tunnel entrances...but it looks terrible. When I first generated the LOD after making the tunnel, the tunnel was filled with LOD artifacts because it was really a deep valley rather than a tunnel to the LOD generator. So I loaded a backup of my plugin which didn't have the valley and generated a LOD from that. Now the inside of the tunnel is perfect, but the LOD mesh overlaps at both entrances. I either need to remove that area from the LOD or make it transparent. I have tried the usual tools....The LOD generator in the CS and TESLODgen. I have read a lot of conversations about improving the detail of the LOD, but haven't come up with any solution to how to edit it for my purpose. I haven't even found where this LOD mesh is located in the Oblivion game directories. I did learn that it's too big to load into Blender...which sucks. Does anyone have a solution to this? I will be more than willing to help u in return if I can. Link to comment Share on other sites More sharing options...
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