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Video Tutorial - Building a Corridor from Scratch (and Fun with the Holodeck)

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Thanks to Pendra, LordofPit, Cast, and many others who helped me do this. I hope that it helps other people. I didn't focus on what's going on with the story tab, so please let me know if you have questions about the actual mechanics of the mission.

http://starbaseugc.com/index.php/sto-ugc-tutorial/video-tutorial-build-corridors-from-scratch-and-fun-with-the-holodeck/
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Just got home and I'm going to watch right now! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    That's a nifty idea and one I'm incredibly jealous that you discovered! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I'll have to look into it another time. Maybe people can make their own correct width hallways then see if it really is better...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    LordDave wrote: »
    I'll have to look into it another time. Maybe people can make their own correct width hallways then see if it really is better...

    Yes, you can make the corridors as small as you want. Whether the camera works right... I'm not sure.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    The camera works all right, except if you jump. In that case, it enters the toon, like you backed up to something.
    All my missions have proper sized corridors and ceilings. I experienced no cam problem and minor BO pathing problems.
    There is one place in my custom cave where 1 BO stucks all the time. The ceiling is not flat, but has an incline. I can pass, but the BO left to me gets stuck on the low ceiling. And since the default behaviour is jump if stuck then he will stay there until you manually order him around.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Pendra37 wrote: »
    The camera works all right, except if you jump. In that case, it enters the toon, like you backed up to something.
    All my missions have proper sized corridors and ceilings. I experienced no cam problem and minor BO pathing problems.
    There is one place in my custom cave where 1 BO stucks all the time. The ceiling is not flat, but has an incline. I can pass, but the BO left to me gets stuck on the low ceiling. And since the default behaviour is jump if stuck then he will stay there until you manually order him around.

    Can you give me a mission to try so I can see the normal sized corridors myself?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Interior test map under name Pendra80. That is a mission-less ship interior. Go to admiral Quinn office door to start the mission.
    The Demon Encounter. That has a mission, some buildings and a cave.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I just tried it. Wish there was a good ceiling for corridors but whatever...

    Anyway, it does work and I see no camera issues at all. I even tried a group of klingons in my tiny corridor and it seems to work fine.




    So...

    I take back everything I said in defense of Cryptic's map scaling way back before STO went life.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Another great video. Tks
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Great idea, overall. Building the door into the side of a mountain should create a clipping/wall issue but you probably CAN disguise the holodeck arch as a building with a telltale Federation door on an urban map.
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