Pylons and Wood barricades....

General debates and discussion about the Guild of Writers and Age creation

Pylons and Wood barricades....

Postby Atrion » Sun Sep 27, 2009 4:58 pm

Is there any way to remove the Pylons and Wood barricades from the city. If so could someone please tell me how, or show me where to find out how to do it.

I'm new to modifying URU so I'm not even sure if this is something possible.
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Re: Pylons and Wood barricades....

Postby Chacal » Sun Sep 27, 2009 10:22 pm

Didn't you get my reply to your PM?
Just in case, I add it here. Maybe it woill save people some typing.

There is probably a way, but it wouldn't be easy.
It is easy to remove objects that have no visuals, like the colliders I removed in my "opening the city" series. Not so easy when the objects are visible. Notice how I opened the hallway under the guild hall, without removing the visible barricades. You can walk through them, but you can still see them.

Cyan associated some of the barricades with SDL variables, so they could easily remove them on multiplayer servers. The ones in the great stairs come to mind. You can easily remove them by turning them off in the SDL file or by using the offline KI.

It is possible to turn off objects in prps when those objects have a plCoordinateInterface. For example, a few months ago I had modified my offline KI and created a new "hide" command. Using this, I could remove the debris in the Kahlo pub, because those objects had coordinate interfaces (I think one of those was named rubwall4, you can check it with pageEditor. I can't because I'm writing this from a hotel room). This is not permanent however, the objects are back when you come back to the Age.

So removing all barricades would mean associating them with SDL variables. A long process, when each barricade is usually made of several objects.

First you would need to see how Cyan does that. I would go look at some object that is already associated with an SDL variable, and see how it is done. Like the DRC podium in the courtyard, etc. I would import the prp into Blender (using my modified version 1.5 of PyPrp, that I can send to you), and find the name of the object(s) in Blender.

Then I would open the prp in PageEditor and go look at the plSceneObject. This would contain pointers to all other objects (plCoordinateInterface, etc) and eventually I would work my way to the one that points to the SDL variable. Doing this is also a good way to learn about how uru works.

I would keep notes on how those objects are all related. I would export them in text files. Then I would start creating new objects for my barricades as needed, using the text files as templates. I would import those new objects back into the prp using prpMod, and I would add the SDL variable in city.sdl.

Forget about using Blender to change anything in the City, because you can import Cyan Ages into Blender, but you can't export them again. The Ages would be broken.

Another thing, I could ask diafero to add my "hide" command into the next version of offline KI. Adding a plCoordinateInterface to objects is probably simpler than associating them with a SDL variable. But again, it wouldn't be a permanent change.

Hope this helps.
Chacal


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