This question has been asked a few times I'm sure, but after spending the past hour browsing through the threads of what I can find with "Occlusion" in the search, I've yet to locate an adequate answer. What I need is to change the Occlusion power on doodads, lowering or raising the degree of transparency, without having to deal with triggers, model swapping, regions, or any of that good stuff, assuming of course that this is possible via Actor Events.
Mr. Mozared's asked this question in this thread here. This is pretty much exactly what I'm looking for.
Well, there WAS a Terraining Tuesday(!) where your question is answered, but for some reason I can't find it... But, yes it is possible with the data editor. How? I don't know, haven't opened the editor for quite some months now...
I think I'm gonna have to owe you the answer. There's an option for occlusion in the data editor, but I'm pretty sure there was also one to change the amount of occlusion. It is definitely in that no-longer-on-livestream Data edition of the Terraining Thursday, though, which I've still got on my pc at home. Will take a look when I get back from uni and have some time.
Posts in relevant threads suggested the information on occlusion was in Mr. Mozared's Terraining Thursday 11 live stream, one that is no longer avaliable.
Bump. I'm hoping that this hasn't been forgotten. I, and anyone in the future facing this problem and come to these forums looking for an answer, could really use the help.
I think you could go ahead and do "Disable doodad footprint" and place pathing blockers in the way. It, that is, what you're looking for. If not, oh well. If by occulision, you mean making things see through, I think you'd indeed need to use triggers or data or whatever
Well, I tried to look it up, but apparently my local copy of that episode of the TT that holds the answer is gone. No idea, apparently the livestream caster is kind of selective in which videos it saves and which it doesn't.
Gonna have to owe you the answer. All I know is that it's possible with some data editor option.
I did some fiddling and think I have to correct myself. Maybe there's such an option in the triggers you said you wanted to avoid, but I'm pretty sure it can't be done in the data editor. The option I was talking about simply turned occlusion on for models that didn't have it. I can't find any way to determine the power - model editing or triggering are the only areas I haven't looked in yet.
Uh, I'm not sure, I do know that when units go behind or under the rock arches, they go invisible.
If he means to make things transparent at all times, copy over the spine crawler placement model, and see if it has a transparency thingy. If not, it's a seperate model
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Hello gents.
This question has been asked a few times I'm sure, but after spending the past hour browsing through the threads of what I can find with "Occlusion" in the search, I've yet to locate an adequate answer. What I need is to change the Occlusion power on doodads, lowering or raising the degree of transparency, without having to deal with triggers, model swapping, regions, or any of that good stuff, assuming of course that this is possible via Actor Events.
Mr. Mozared's asked this question in this thread here. This is pretty much exactly what I'm looking for.
Thanks for your help.
This is FairPlay easily doen in THE data editor, Will give you some more to to by when i'm no longen in à Harry.
... Typist on an iPad sucks.
Well, there WAS a Terraining Tuesday(!) where your question is answered, but for some reason I can't find it... But, yes it is possible with the data editor. How? I don't know, haven't opened the editor for quite some months now...
I think I'm gonna have to owe you the answer. There's an option for occlusion in the data editor, but I'm pretty sure there was also one to change the amount of occlusion. It is definitely in that no-longer-on-livestream Data edition of the Terraining Thursday, though, which I've still got on my pc at home. Will take a look when I get back from uni and have some time.
Posts in relevant threads suggested the information on occlusion was in Mr. Mozared's Terraining Thursday 11 live stream, one that is no longer avaliable.
Bump. I'm hoping that this hasn't been forgotten. I, and anyone in the future facing this problem and come to these forums looking for an answer, could really use the help.
Thanks in advance.
I think you could go ahead and do "Disable doodad footprint" and place pathing blockers in the way. It, that is, what you're looking for. If not, oh well. If by occulision, you mean making things see through, I think you'd indeed need to use triggers or data or whatever
@ScrinKing: Go
Disragard that
Well, I tried to look it up, but apparently my local copy of that episode of the TT that holds the answer is gone. No idea, apparently the livestream caster is kind of selective in which videos it saves and which it doesn't.
Gonna have to owe you the answer. All I know is that it's possible with some data editor option.
So making things transparent when a unit walks under them... Uh, modelswaps is all I can think of
Bump again. There must be someone else aside from Mr. Mozared who knows how to do this, right?
I did some fiddling and think I have to correct myself. Maybe there's such an option in the triggers you said you wanted to avoid, but I'm pretty sure it can't be done in the data editor. The option I was talking about simply turned occlusion on for models that didn't have it. I can't find any way to determine the power - model editing or triggering are the only areas I haven't looked in yet.
1) Duplicate Rock Arches Actor 2) Change Model & Name 3) ??? 4) Profit!
@ScrinKing: Go
Do you mean to say that Rock Archs specifically actually allow you to set the occlusion power?
Uh, I'm not sure, I do know that when units go behind or under the rock arches, they go invisible. If he means to make things transparent at all times, copy over the spine crawler placement model, and see if it has a transparency thingy. If not, it's a seperate model