Updated Doors

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Tarius
Posts: 574
Joined: 24 Oct 2011, 19:29

Updated Doors

Post by Tarius » 20 Jan 2012, 19:00

While not something for 1.0, this would be nice to have added at some point.
Doors that work like Skyrim. The standard doors which you activate to go in or areas you walk up to and that activates the cell change.
I am a bigger fan of tons of control rather than taking the "user-friendly" approach.
-Okulo

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sirherrbatka
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Joined: 07 Aug 2011, 17:21

Re: Updated Doors

Post by sirherrbatka » 20 Jan 2012, 19:39

... so we can have no "door to the cave" nonesense.

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Greendogo
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Joined: 26 Aug 2011, 02:04

Re: Updated Doors

Post by Greendogo » 24 Jan 2012, 19:32

Explain what you mean in more detail please. Some of us haven't played Skyrim yet.

swick
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Joined: 06 Aug 2011, 13:00

Re: Updated Doors

Post by swick » 24 Jan 2012, 23:23

basically a cell change from exterior to interior (and the other way around) without a door. Just like a cell change in exteriors... just watch it ;)
www.youtube.com/watch?v=rdy9ZKtJWzQ#t=3m32s

Tarius
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Joined: 24 Oct 2011, 19:29

Re: Updated Doors

Post by Tarius » 25 Jan 2012, 06:13

swick wrote:basically a cell change from exterior to interior (and the other way around) without a door. Just like a cell change in exteriors... just watch it ;)
http://www.youtube.com/watch?v=rdy9ZKtJWzQ#t=3m32s
Yea, this. I would essentially think it would be based upon collision activation(collision with invisible, phantom mesh) rather than activation through a button(with the button being the door of course). Basically, someone could put down an entry-way and then put the "door" mesh inside that would cause the cell transfer when the PC or NPCs hit it.
Last edited by Tarius on 25 Jan 2012, 20:33, edited 1 time in total.
I am a bigger fan of tons of control rather than taking the "user-friendly" approach.
-Okulo

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Rhys
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Joined: 06 Aug 2011, 01:51
Location: Australia

Re: Updated Doors

Post by Rhys » 25 Jan 2012, 09:07

I think something like smart pre-loading of interiors would be also interesting.

Yacoby
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Joined: 30 Sep 2011, 09:42

Re: Updated Doors

Post by Yacoby » 25 Jan 2012, 12:39

I always wanted to try and make a totally seamless world so that you could see between interiors and exteriors. It would take quite a lot of effort to do as it would require a lot of predictive background resource loading, tweaks to the AI and basically implementing portals (Similar to Portal).

Really a post 1.0 thing though.

ezzetabi
Posts: 407
Joined: 03 Feb 2012, 16:52

Re: Updated Doors

Post by ezzetabi » 07 Feb 2012, 20:33

...and placing the doors manually everywhere.

Even if OpenMW replaces every teleporter with a Prey-like portal it would be needed to add a door that opens and closes because otherwise you would see only a badly placed hole to the other area.

Probably it shan't be difficult, but it is surely a long work.

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pvdk
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Re: Updated Doors

Post by pvdk » 07 Feb 2012, 21:54

Another problem is the size of the interiors. For example: most of the house interiors are bigger than the house itself. And how are you going to align the interior with the exterior if it does fit?

Maybe implementing real windows is easier. At least watching through windows to the outside world could be done (and I believe there are some mods around which do exactly that.) Exterior windows is trickier but not impossible.

EDIT: We've had a thread about real windows on our old forum.
EDIT 2: And one about seamless interior/exteriors.

ezzetabi
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Re: Updated Doors

Post by ezzetabi » 07 Feb 2012, 22:12

Prey-like portals. The areas never overlaps, there is just an illusions that connects them.

Follow this link to see an example, just imagine the portal was a morrowind teleporter to the ``house in the box''.

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