Flat Wall Color


Chant

 

Posted

Is there any way to get a wall to be a flat color? Not stone, no texture. Just plain flat color?

I'm trying to make it look like an outside view (flat blue), and havent had much luck with tiling wall objects...


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

There's no standard wall texture that is just a solid color, but try this:

Set your Supergroup costume colors both to the color you want. Place some of the Wall Banners from the Wall Details tab, overlapping so there's no gaps.

Setting your SG colors to, say, blue, sets the entire banner to blue, including the supergroup symbol. The SG symbol will still be a little visible, however, but the back of the banner has no symbol. So if it bothers you, rotate your camera outside the room so you can see the back of the banner, grab it, and attempt to place the banner on the back of itself. If done right the banner will "stick" to itself like it was a wall, and when you let go of the button it will be against the wall but now backwards.


-k


I see myself as witty, urbane, highly talented, hugely successful with a keen sense of style. Plus of course my own special brand of modesty.

Virtue: Automatic Lenin | The Pink Guy | Superpowered | Guardia | Guardia Prime | Ultrapowered

 

Posted

I've tried the banners, however the velvet pattern shows very prominently until you pick a very dark blue - almost black. The whiteboards are almost what I want, however I cant hide the erasers and borders. Didnt know about sticking the banners to themselves - nice trick.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

Quote:
Originally Posted by Hercules View Post
I've tried the banners, however the velvet pattern shows very prominently until you pick a very dark blue - almost black.
Yeah, the banners were my first thought too, but I realized you wanted something lighter, and the texture does show on them with lighter colors.

There is a small "art" piece that is white, but you'd have to use quite a few of them, I think. Also, the fact that it is blank is probably a bug, and lord forbid if they should ever decide to "fix" it. lol

There is the white counters, but they have that dark stripe on them that you would have to overlap them heavily to get rid of... therby creating that annoying flicker.

I hate to say it, but ya got me stumped on this one. Maybe someone else has an idea.

.


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Posted

I tried the small art piece, which picks up the ambient light color from the room nicely... however, when looking at the wall from a distance, they dont show - you see the underlying stone.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

I really hate how some objects can be seen at a distance and others you have to be almost right up on them to spawn. The only way to get around that is to ensure that people are close to those objects before they are even visible (like making a room filled with many small rooms so the player never sees too far into the room, etc.) or to just not worry about it.


 

Posted

Sometimes it depends on what you have your "world detail" level set to in your graphics options. But even at the highest level, there is still a limit... you're still going to run into rendering limitations at a certain distance.

.


Quote:
Don�t say things.
What you are stands over you the while, and thunders so that I cannot hear what you say to the contrary. - R.W. Emerson
The BIG consolidated LIST for BASE LUV
YUMMY Low-Hanging Fruit for BASE LUV

 

Posted

I wonder how CoH handles occlusion culling.

Occlusion Culling is a level designer's trick where objects that are not visible don't get rendered, reducing the load on the computer running the game.

For example (because I do a bit of level editing in the game) Fallout 3 has a method where you set an invisible wall, and anything behind the wall from the camera's point of view does not get rendered. Outdoors, these wall are set on buildings so anything behind the building isn't rendered. Inside, the walls are set as boxes entirely surrounding blocks of rooms - anything inside the box the camera is in gets rendered, anything outside does not. You can put portals between culling boxes so a camera pointed at the portal can see what's in the next culling box.

Given how the camera can stutter when you pan you view past a really complicated room in City of Heroes, even if that room is blocked from your sight by a wall, I wonder if this game does any sort of culling at all.

Thinking on this further, the older zones in CoH had the war walls to break up the game into smaller maps, to keep the graphics processing to a manageable level. It's possible that the newer Going Rogue areas (Praetoria, etc.) DO have culling, which is why they were able to do away with the War Walls.

But the Base Editor would be an "older zone", so it probably didn't get this. Which is a pity, because they could probably up the item limit if the bases could do this.



-k


I see myself as witty, urbane, highly talented, hugely successful with a keen sense of style. Plus of course my own special brand of modesty.

Virtue: Automatic Lenin | The Pink Guy | Superpowered | Guardia | Guardia Prime | Ultrapowered