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Y position of rooms... editing disabled?

whemelwhemel Member, Neverwinter Beta Users Posts: 7 Arc User
edited August 2013 in The Foundry
So, before things got messy last week, I had a pretty nice little project coming together. Really proud of it, couldn't wait to show my guildmates.
Just a small house, basically. Portals for doors. But I set it on three levels to avoid overlapping SFX and invasive NPC exclamations.

I was a bit put-off of so much as looking at my work so far when I heard what had happened. I've put a lot of hours in to this one thing. Well, I finally got round to it today. After sorting my portals out (thought they had been fixed?) and preview playing to look through my details, I tried to enter another room. Floating furniture above. Right, okay. Reset. Other room. Floating furniture above. Okay, hobble on over to the next room from here... Furniture intact. Floating room above. Oh dear.

But hey, no big deal right? Just set the rooms' Y positions to correlate with the base of the furniture and so on, like I had it before, and all's well. Right? Well, no.

Back to editor. Maps. Layout. Click. Type in the Y box.. and it reverts to 0 every time. What's going on here?
Post edited by whemel on

Comments

  • whemelwhemel Member, Neverwinter Beta Users Posts: 7 Arc User
    edited August 2013
    Would anybody mind having a look if trying to elevate or sink a room is turning up the same result for them?
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited August 2013
    It is a room you've created from scratch (built the actual walls, etc.)? Or is it a prefab parts that you've pulled from the asset library? If it's an interior map and the basic room parts are pulled from asset library then you cannot change the Y values because that is the base stage, which is always zero.

    It would be the same as using an exterior map and then trying to change the Y value of the map itself - cannot do it as it is the base stage, always at zero.

    This is either the case or you're not describing what you have just quite right and will need to enlighten us better.
  • raphaeldisantoraphaeldisanto Member Posts: 402 Arc User
    edited August 2013
    I'm not sure exactly what you're talking about.

    Like sprite said, are you talking about prefab rooms in an interior map, or a hand-built rooms in an exterior map? (If that's the case, why did you bother using teleporters to go from floor to floor in the first place? )

    If you're talking about prefab rooms, then they never should have been able to have had their y-values adjusted in the first place. Prefab rooms sit at Y=0. They always have and the Foundry does weird things and breaks if you try and change it.
    [SIGPIC][/SIGPIC]
  • whemelwhemel Member, Neverwinter Beta Users Posts: 7 Arc User
    edited August 2013
    If I've done anything a bit strangely or otherwise unorthodox, it's been my first run at the Foundry so that probably accounts for most of it. Just having ideas, and trying to find ways to do them.

    The rooms were pulled from the interior list and placed on a blank map. But before the patch and subsequent troubles, I was indeed able to alter the Y value of them. I had one (the first) at 0, two at 10, and three at -10. I had no problems with them that way. Now they're all at 0, and unshiftable, causing all sorts of problems. Every room I completed so far I painstakingly and lovingly detailed immensely. So to have that all floating and now faced with, let's see.. dragging the rooms further apart to avoid SFX overlap e.t.c, sorting out portals yet again, and individually adjusting the Y value of literally hundreds of Details.. it's... less than encouraging to say the least.
  • adran07adran07 Member Posts: 51 Arc User
    edited August 2013
    Yeah, I don't know how you managed to get the Interior Map to have rooms at different Y positions in the first place, but we have NEVER been able to do that. If you did it before, then that was a bug somehow letting you do that. We're not suppose to be able to overlap stuff.
  • whemelwhemel Member, Neverwinter Beta Users Posts: 7 Arc User
    edited August 2013
    That's a hell of a sinking feeling..

    Ah well, thanks for your help all. At least I know what's what now.

    And I thought I was having a hard time bringing myself to return to working on it before..
  • koboldbard2koboldbard2 Banned Users Posts: 334 Bounty Hunter
    edited August 2013
    You used to be able to shift the vertical position of rooms. It wasn't very useful because shifted rooms would not connect to other rooms, you couldn't really do it to make multi-level maps (I never tried connecting via a placeable made room). Sounds like they may have removed that ability
  • whemelwhemel Member, Neverwinter Beta Users Posts: 7 Arc User
    edited August 2013
    Really? I had a lot of use for it haha. No they weren't physically connected, but with portals, it was all good. I can't imagine it doing any harm, I wonder what drove them to change it.

    What I'd give for a 'select multiple - lower/raise all by X points' feature right about now.. And that's before I even start to think about how to sort out my SFX, my spawn point, and who knows what else I haven't come across just yet.
  • raphaeldisantoraphaeldisanto Member Posts: 402 Arc User
    edited August 2013
    *grin*

    Sorry to be the bearer(s) of bad news, yeah.

    They were never intended to be y-adjustable. I feel your pain about having to manually fix hundreds of details though. Shameless plug, but if you're interested in building a multi-level room, have you taken a peek at my sort-of-tutorial/thread on the topic?

    http://nw-forum.perfectworld.com/showthread.php?431401-Construction-101-Building-a-tavern-from-scratch
    [SIGPIC][/SIGPIC]
  • whemelwhemel Member, Neverwinter Beta Users Posts: 7 Arc User
    edited August 2013
    I'm thinking if I select groups of objects that so far make up a room and copy (not duplicate) them, that should put them all at 0 level, if I remember right. That way I'm only manually adjusting potentially tens of details. Or maybe not, seeing as most of the details were above ground level in each case.

    But hey, might as well take a look there while I'm procrastinating ever actually touching the thing again haha. Consider your plug successful.
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