Updated Doors

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

Updated Doors

Post by Tarius »

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.
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sirherrbatka
Posts: 2159
Joined: 07 Aug 2011, 17:21

Re: Updated Doors

Post by sirherrbatka »

... so we can have no "door to the cave" nonesense.
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Greendogo
Posts: 1467
Joined: 26 Aug 2011, 02:04

Re: Updated Doors

Post by Greendogo »

Explain what you mean in more detail please. Some of us haven't played Skyrim yet.
swick
Posts: 96
Joined: 06 Aug 2011, 13:00

Re: Updated Doors

Post by swick »

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

Re: Updated Doors

Post by Tarius »

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.
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Rhys
Posts: 113
Joined: 06 Aug 2011, 01:51
Location: Australia

Re: Updated Doors

Post by Rhys »

I think something like smart pre-loading of interiors would be also interesting.
Yacoby
Posts: 119
Joined: 30 Sep 2011, 09:42

Re: Updated Doors

Post by Yacoby »

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 »

...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
Posts: 528
Joined: 12 Aug 2011, 16:34

Re: Updated Doors

Post by pvdk »

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

Re: Updated Doors

Post by ezzetabi »

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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