Author Topic: Bedroom model as a .DTS file  (Read 1899 times)

With working textures.

I think Demian made one.

You wouldn't be able to move around in it though?

I don't think a DTS' collision mesh can be too detailed

And it wouldn't have the breakable glass, exploding lamp light and exploding clock

I've experimented with this kinda thing before. The only way for it to work would be if it were made out of a bunch of small convex pieces. This is required not only for collision purposes, but also so that the dts objects don't disappear noticeably when their origins are off-screen.

Also, collisions would be horrible, and building impossible.

You could use multiple static shapes of collision meshes and place them all around like there's no tomorrow and make the bedroom. You are also able to build on static shapes now which you weren't able to in older versions so thank you baddy. The interior of the bedroom will look very flatlighted thanks to shades though, it's not worth it.

Can it be done if it where made of smaller parts?

Can it be done if it where made of smaller parts?
Meaning the textures be made of individual static shapes?

Or possibly just make the bedroom DTS and place invisible static shapes


But how would static shapes work? Spawned via bricks and not be able to be picked up or interacted with?

What
There's no bricks involved in static shapes

One giant mesh static shape with the textures, and multiple static shapes for collision? This shouldn't be very hard, actually. Somebody should attempt it.

What
There's no bricks involved in static shapes
How else would you spawn it? You can only spawn stuff by wrenching a brick or by using the Mission Editor

If it would use multiple models for the collision, how would you set it up? Spawn it in the mission editor, and carefully place each individual collision mesh?

How else would you spawn it? You can only spawn stuff by wrenching a brick or by using the Mission Editor

If it would use multiple models for the collision, how would you set it up? Spawn it in the mission editor, and carefully place each individual collision mesh?
Code.

How else would you spawn it? You can only spawn stuff by wrenching a brick or by using the Mission Editor

If it would use multiple models for the collision, how would you set it up? Spawn it in the mission editor, and carefully place each individual collision mesh?
1. Place bedroom and collision meshes with Mission Editor
2. MissionCleanup.save("base/dump.cs");
3. Remove junk from the file and code it in