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Is it possible to make a "secret wall" for skull?
Title. There is a background and a foreground, but nothing above that. Is it possible to make those walls like seen in the campaign?
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Showing 1-9 of 9 comments
s-m-k Mar 2, 2017 @ 9:21am 
Yes, with decals, though it might be a bit tricky.
DoctorSnakes Mar 2, 2017 @ 9:53am 
Originally posted by s-m-k:
Yes, with decals, though it might be a bit tricky.
Decals? I noticed a texture option called decals, but when I try putting it as a texture then it's... Well, just like a texture.
s-m-k Mar 2, 2017 @ 10:22am 
Because that's what it is, but it allows you to place textures in arbitrary places, not only on tiles.
DoctorSnakes Mar 2, 2017 @ 10:33am 
Originally posted by s-m-k:
Because that's what it is, but it allows you to place textures in arbitrary places, not only on tiles.
Um, what kind of arbitrary places?
s-m-k Mar 2, 2017 @ 3:20pm 
Like mid-air, for example, if you put a decal on a foreground layer, it'll be drawn over characters (including the player), but there will be no tile collision added to the map, so the characters will pass through that decal like ghosts. That way we created all secrets in the base game.
DoctorSnakes Mar 3, 2017 @ 7:04am 
Originally posted by s-m-k:
Like mid-air, for example, if you put a decal on a foreground layer, it'll be drawn over characters (including the player), but there will be no tile collision added to the map, so the characters will pass through that decal like ghosts. That way we created all secrets in the base game.
That's exactly what I did, I put decal texture on foreground tiles, but it doesn't make it so that I can walk through or anything like that :/
I'm sorry but could you like make a step by step instruction on how to make a successful decal?
s-m-k Mar 3, 2017 @ 9:10am 
The only error you make is that you put textures on tiles instead of free space. The decals don't subtract anything from the collision mesh. In fact they have nothing to do with the collision at all, they're purely decorative, that's why they should do the job just fine. So:

1. Place the arena/level's tiles.
2. Remove the tiles where you want to make the secret passage (exactly like you'd do to make a normal corridor).
2. Use decals to cover the passage so it looks opaque (there are no tiles underneath to block the player!).
3. Remove any excess decals with "reset alpha" feature.
4. The secret passage is ready.

Keep in mind that the shadow-casting lights will pass through the secret places as well, as the shadows are based on the level collision.
DoctorSnakes Mar 3, 2017 @ 9:26am 
Originally posted by s-m-k:
The only error you make is that you put textures on tiles instead of free space. The decals don't subtract anything from the collision mesh. In fact they have nothing to do with the collision at all, they're purely decorative, that's why they should do the job just fine. So:

1. Place the arena/level's tiles.
2. Remove the tiles where you want to make the secret passage (exactly like you'd do to make a normal corridor).
2. Use decals to cover the passage so it looks opaque (there are no tiles underneath to block the player!).
3. Remove any excess decals with "reset alpha" feature.
4. The secret passage is ready.

Keep in mind that the shadow-casting lights will pass through the secret places as well, as the shadows are based on the level collision.
Oh... I just noticed the option to change from "Texture" to "Decal" ;-;
You could've mentioned that... Anyways, I've figured it out now so thanks for the help!
s-m-k Mar 3, 2017 @ 10:02am 
I thought it's obvious, should have made a gif or something, it would be immediately clear.
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