Which map Piece models are defective in SoM?

#1
I'm trying to fix map Piece models that were defective in SoM.
I remember seeing a wall Piece with steps that was too short on one side and I noticed that some of the wall Pieces had gaps between them in the Verdite castle in DD (not sure if those were custom or original Pieces though).
Does anyone know what Piece#s those are?
Any other defective Pieces?

Already fixed:
diagonal cave wall ceiling mismatch
outdoor 1M slope fall-through wall collision error.
made 499 and 636 flat
gap fix in 252 and 380
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#2
Nice John thank you!

DD patch 1.06 which should fix any currently known bugs is due tomorrow.
- Todd DuFore (DMPDesign)
Site Founder
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#3
The outdoor slope fix I'm sure will help everyone sleep better at night Cool

PS: Are the steps you're referring to the same ones in DD near the west shore that lead to the waterfall overpass/old man on a bench? /if not they could use some work. It's kind of a small "complaint" but also in the pirate caves around there there is one blaring hot red pixel in a floor texture I think, it really stands out.
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#4
Thank you very much Mr. John.
Your distinguished services are well known to the SoM game players in Japan.
I tell Japanese SoM users existence of the file.
It will surely be useful.
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#5
Here is some info on the secret walls/doors I've discovered while playing DD.

First off, I had thought that the way From' set these up they were virtually useless (after some experimentation) ...but I noticed the secret doors in DD were pretty good. So I came to the conclusion I was not thinking about them in the right way (that said secret doors/panels are at the very heart of any KF game and I think an effort to greatly expand the possibilities would be very important some day)

So what I noticed is the animation for secret doors is not just to open straight up. First the doors step back what is probably a few centimeters and then proceed upwards. In the map editor I always assumed because the doors are made to fit in a doorway this would cause depth buffer interference and be unpresentable for a shear wall (which is why I always positioned the doors on step pieces so they would be more discreet. I had not taken in account they would step back, and the step back is really only noticeable enough as to avoid said depth buffer artifacts. Which brings me to my next point... which is the way the secret door is facing is very important, and the DD doors are not always facing the correct direction. Because if facing the wrong way they step forward a couple centimeters and that looks arguably weirder to the discerning eye than anything else.

Also Todd points out that secret doorways don't have shadows along the lip of the secret door where it meets the floor. I thought this would've required special (mental) training to take into account, but ever since he told me that I can't seem to help but notice the missing shadows and it does kinda take the fun out of secret doors. Arguably secret doors in KF1 (the original) are more obvious from a distance, but if at all possible it might be helpful to think about how shadows could be added. Not saying it would be technically easy, but even if the door arches just had a matching big thick shadow under them all the way across it would probably be a win for secret doors (it might be politically better to duplicate the doorways/leave the originals intact/alter the duplicate pieces... see I kinda brought this back on topic)


PS: Of course another prob with secret doors is the lighting model for objects is different than for pieces. I will try to cook up a lighting calibration extension sometime (I also intend to very soon add a fix which should take all lightsources into account when lighting objects since there is no long a limit on the number of active lights for DX drivers... I think the reported limit is the highest 32bit number possible) ...some day I want to program an extension module that will replace Som's lighting completely with a unified model which can be tweaked per map in a new editor (that will also let you see your map in its entirety instead of just 3x3 pieces)
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#6
Actually adding shadows probably wouldnt be hard at all.

All we would need to do is duplicate archway connecting pieces (the map parts used in conjuction with the doors) and add a shadow to the floor just as any other wall piece is made.
- Todd DuFore (DMPDesign)
Site Founder
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#7
^Yeah in theory but you never know how the texture gets mapped. You'd want a new one for sure (texture) ...but if you just literally started copying the shadow pixels over they might popup in more than one place on the model etc. Then you'd have to think in terms of changing the coordinates/adding a new texture. I'll leave that in your hands, just saying I understand from a general pov how this could get messy/be a big job.
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#8
I would be willing to invest a little time on this to help the general masses. ‎  FBTW has a lot of secret doors, and as Holy Diver and Todd point out, the missing shadows ae just to big of a tell, and that spoils the point of them being gone:) And if ayone can produce better lighting than whats in the SoM now, that would be super.
Todd, please let me know what set you would like me to play with first, and ‎  I will try to make a hidden doorway with the correct shadows in place to provide that proper optical illusion..........
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#9
While on the subject I would very much like to see the tombstone collision models reworked so you can walk/step over the bases of them. It's virtually impossible to make a proper graveyard you can walk freely about in. I'm guessing the only way to do this properly is to rework the collision model completely. Duplicate objects with the base removed would also be nice (more often tombstones are just headstones anyway... I'm always sinking the base underground to that effect -- not that that alleviates collision)
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#10
#528 is the defective piece you are referring to John.
- Todd DuFore (DMPDesign)
Site Founder
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