Hello Foundry Authors!
Right now on NeverwinterPreview is a new type of room category called "RoomBuilder". These are empty rooms that, when linked together with door slots, can be used to create larger room constructs of many shapes. When a door slot is added between two RoomBuilder rooms, instead of creating a doorway, it just removes the entire wall. Using RoomBuilders like this will result in an open, contiguous room:
Right now there are 2 different groups of rooms that work like this. The dungeon kit now has several rooms with the "Dungeon Builder" prefix, which is shown in the images above. Then there is the Room Builder kit itself which can be seen with the "Room Builder" filter in the room library. This is a set of rooms with invisible walls that can be used to make entirely new interiors by piecing different assets together. These ones are very experimental, as you can make a broken looking environment if you don't cover the walls with solid geometry.
More room builder facts:
- Room Builder/Dungeon Builder rooms do not have detail sets, and only have a "Work Lights" lighting set.
- Rooms with taller ceilings have golden path node grids placed vertically every 20 feet. (Important to know if you want to attempt a multi-level dungeon)
- The invisible rooms still have an occlusion hull. and you will see objects outside of the room popping in and out of existence.
- I also added an empty cavern, search for "Cave Builder"
- In the Details tab in the Asset Library, there is now a "Room Builder" filter in the Kit list. This will reveal the entire library of raw assets we use to create interiors with the Dungeon kit. These pieces snap together on a 20ft grid and do not have backfaces, so use them carefully.
- If all this is successful, I can expand the Room Builder concept to more of our interior kits.
Please comment on this thread with any feedback or bugs you find. I'm hoping these new rooms will expand your abilities to make amazing content!
Comments
There really is no point to make a foundry quest when there is no audience for them
Completely off topic, but missing a quest on the P shard. *head tilt* (Could be cause it's not currently published?)
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NW-DCJV53UTU
[Open for play, link to spotlight thread]
That is probably just because of the republishing in Fury of the Feywild, they should fall of on thier own soon. If there is actually a bug, hopefully it gets fixed soon.
Woah! Um, Crypticmapolis didn't say this in anything in this thread that I could see. Where did you get the information that the Room Builder assets can be used on Exterior maps???
Encounter Matrix | Advanced Foundry Topics
I went into the Foundry XD
First tried Indoor, then Outdoor
Here's hoping there will be lots of walls... BIG WALLS.
*puts his inner nerd back into the box*
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NW-DCJV53UTU
[Open for play, link to spotlight thread]
:cool: :cool: OMG! OMG! OMG! OMG! OMG! OMG! OMG! OMG! OMG! OMG! :cool: :cool:
I've been checking it out on NeverwinterPreview and this is AWESOME!!
Please, please, please, pleeeeease do Human Interiors!
Encounter Matrix | Advanced Foundry Topics
Feast of the Moon | Rising of the Dark | Shadow of the World | Everdark
Those aren't actual "doors" they are the "door slot" where you tell the lego room builder you "want" a possible door. On most rooms it makes an opening unless you specifically select a door type. On these rooms it apparently opens the entire wall:
Encounter Matrix | Advanced Foundry Topics
I can't wait to try this out!
Okay, three words... THANK YOU!
*the old mage enthusiastically bows in gratitude*
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
What will the min and max heights for the rooms? I believe the current for outside of a room is -350 to +350? I don’t have my notes on me at the moment, so I may be off.
The dungeon room builders come in 20, 40, and 80 foot tall rooms. The invisible wall RoomBuilder rooms all have a 1,000 foot high ceiling.
Ravenloft
Look for@Apocrs1980 or visit the main page here or Ravenloft here
Yep the clipping is expected behavior, as the occlusion is still active on those rooms. I'm still debating weather to just make those rooms have black walls instead of invisible. One benefit to having the invisible walls is that you can create open courtyards by just using an outdoor sky and leaving the ceilings uncovered.
Would it be possible to do both and allow us to select which we wanted?
I would expect that would require redundant settings and thus more resources but the invisibility option seems too good to me to throw it away for a feature you may only wish to use some of the time.
Or perhaps a few blackout asset details -- full black walls with no fade -- then we could have both options?
Encounter Matrix | Advanced Foundry Topics
. . . . . How about having both? I don't want to loose the invisible walls, as these are essential! Indeed.
. . . . . We already have these but they are in the form of blocks. An option would be to make new assets in the shape of various sized walls.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
We have 100% full-blackout blocks? NOT depthfade blocks?
But, I think we're saying the same thing -- let's not lose the invisibility benefits if we can perhaps add a simply full black new asset walls.
Encounter Matrix | Advanced Foundry Topics
Na, keep the invisible walls Mapolis, perhaps just add a tool tip that says "NOTE: Assets placed outside of this room will cause clipping."
Ravenloft
Look for@Apocrs1980 or visit the main page here or Ravenloft here
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]