Scene editing question

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Cyclohexane

Knight at Arms
If I am working from an existing scene, is it possible (with scene editor) to remove a portion of a wall (or floor) to expand the scene?  There are props in the scene that are not editable and I would like to remove to make the scene larger but I cannot figure out how.  If I could add a staircase into another area (and remove floor), I could make it very large by working on different levels and not limited to original area of scene. 

Any expert scene makers out there? 

Thanks in advance!
 
You are probably talking about interior scene. This uneditable prop is unediable becouse its defined in module system for this scene. to make it bigger, you need to be a modeler and know how to edit interior scene prop and after you edited that, you need to define it in module_scenes
  ("town_1_prison",sf_indoors,"interior_prison_a", "bo_interior_prison_a", (-100,-100),(100,100),-100,"0",
    [],[]),
this is an example of interior scene
 
yeo said:
You are probably talking about interior scene. This uneditable prop is unediable becouse its defined in module system for this scene. to make it bigger, you need to be a modeler and know how to edit interior scene prop and after you edited that, you need to define it in module_scenes
  ("town_1_prison",sf_indoors,"interior_prison_a", "bo_interior_prison_a", (-100,-100),(100,100),-100,"0",
    [],[]),
this is an example of interior scene

Yea that is what I was afraid of.  I was hoping there was a method to give an inserted prop a higher priority than the scene so the prop would be on top.

For example, insert stairs by a wall which would take precedence over base scene allowing you to walk through the wall.  Then I could easily add additional rooms to connect the stairs. 

I guess it would be possible to make a scene below the interior un-editable scene and change all the entry points.  Then you could make it as large as you want…

I haven’t tested that though but I think it would work and adding in new “prop rooms” would be a lot easier than modeling a new scene. 
 
Cyclohexane said:
I guess it would be possible to make a scene below the interior un-editable scene and change all the entry points.  Then you could make it as large as you want…
Make a huge cube prop as your interior scene base, then create whatever interior you want inside this cube from whatever pieces you like.
 
GetAssista said:
Cyclohexane said:
I guess it would be possible to make a scene below the interior un-editable scene and change all the entry points.  Then you could make it as large as you want…
Make a huge cube prop as your interior scene base, then create whatever interior you want inside this cube from whatever pieces you like.

What would the code look like on a cube?  Something like this:

  ("town_1_prison",sf_indoors,"0", "0", (-100,-100),(100,100),-100,"0",
    [],[]),


???
 
GetAssista said:
Cyclohexane said:
GetAssista said:
Make a huge cube prop as your interior scene base

What would the code look like on a cube?  Something like this:

  ("town_1_prison",sf_indoors,"cube", "bo_cube", (-100,-100),(100,100),-100,"0",
    [],[]),

Thanks for response but that still leaves me in same position of having to model something new.  Correct? 

What is the advantage to this versus using another indoor scene, deleting all it's props, and then moving entry points in another scene made from scratch / ingame props?
 
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