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Door frames that don't fit doors


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Can somebody tell me how to use the prefab doors correctly with their frames in Dark Radiant please? I'm confused.

 

I insert a door prefab (door 96x48 2hinge), I align it to grid and put it into the doorway I carved into the wall, right?

The door prefab fits perfectly into the gap. Now comes the problem:

As I import a model (door frame wood 96x48) and align it to grid and put it in position of the door it seems that the inner frame is too big!

At the left side it goes into the wall (which would mean that there was a gap if I delete the tiny bit of wall on this side) and on the upper side there is at some part a bit of the wall above looking into the door gap.

 

How do I align this stuff properly?

post-10225-0-17593200-1384964813_thumb.jpg

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Yes, that is an old problem. The frame is a "rough approximation", unfortunately.

 

There are various solutions.

 

1 - Create an inner frame that has the same texture as the frame you're using. Use it to fill the gaps.

 

2 - Shrink the size of the frame model so the gaps disappear. (You can shrink models by using the "rotation" spawnarg. For example, "rotation" "0.75 0 0 0 1 0 0 0 1" shrinks the model to 75% of its size in the X direction.) This is not highly recommended, though, because it can lead to shadow-casting irregularities due to the renderer using the original model size for the shadow.

 

3 - Increase the size of the door. Since it's a prefab, you can adjust the main door brush, then slide the latch plate, hinges, etc. around until they match the new size.

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It does raise the barrier to mapping, especially as newer mappers wouldn't know there's an issue ahead of time, then need to spend time resolving it, sorting out if the prefab is broken or their own installation has an issue, and then potentially creating their own from scratch or trying to fix what they have in place now.

 

There are so many weird barriers to creating content, the fewer the better IMO, especially with something as ubiquitous and prevalent as doorways, so critical to this gameplay. :-)

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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  • 1 month later...
Why wasn't this fixed yet? I remember this error from 1.08 - was it forgotten?

 

Is there a bugtracker entry for it, with the name of the problem model?

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If this is a problem I could always make a start at replacing problematic door frame models, anyone got a list?

Is there a bugtracker entry for it, with the name of the problem model?

If someone logs a bug tracker with the list of the door frames that need fixing I will get started on it.

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Are they .ase models or .lwo models? If the latter, it takes me about two seconds to shift some verts over so it's flush with the door. I can't do anything with .ase, however.

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Are they .ase models or .lwo models? I can't do anything with .ase, however

They are all .ASE models models>models>darkmod>architecture>doorframes and it would be far better to modify the existing models for sure.

 

So, if no one steps up I will have to remake those door_frames.

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It just occurred to me that moving the verts of the door might cause problems. If a mapper sealed the gap with a thin brush, moving the door frame could cause z-fighting, which we don't want.

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It just occurred to me that moving the verts of the door might cause problems. If a mapper sealed the gap with a thin brush, moving the door frame could cause z-fighting, which we don't want.

 

I for one have done that.

 

I suggest that if a mapper can't get a good seal on a doorframe, he needs to adjust the door or add inside trim to the frame, or make his own frame.

 

Leave the current models the way they are.

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