Hey, I just started the foundry (and boy, it's been an uphill battle ever step of the way, but I think I'm getting it now) and when i place interactive consoles, they're floating a foot or so off the ground. I mean it's not too big a deal but it is pretty annoying. I tried adjusting the y-axis, but then it said it was out of play-area bounds or something.
Use the middle axis (it should be Y). Numbers are in meters ingame (IE if your character is 1.8 meters tall, that's 1.8 in the Y axis), or at least I always use it that way. TIP : create a 2m tall foundry character, so you have a reference ingame.
Don't forget to set "zero altitude" instead of anything else, so you will have the same starting value for every items. Terrain is supposed to add the item at the default terrain level, while geometry is supposed to add the item on top of whatever there is, but most of the time, they simply doesn't work. Zero altitude is way more accurate when dealing with several items.
If you had a boundary issue, you probably set too high/low. Usually I have nothing higher than 200 high.
You will likely do that hundred, if not thousands time when making a mission, you should quickly understand how it works, and barely think about it when you'll use it.
Tried it, but no matter what I do they just keep floating. The Y axis is set to 0, and anything above that just makes them float higher up. Anything below and it's outside playable limits. None of the other foundry missions I've played have had flying consoles, so there must be something I'm doing wrong. :P
What map are you using, and what exact consoles are you placing? If it's saying anything below zero, even -0.3 Y is out of playable bounds then that sounds like a bug with the map.
If it's Vulcan Ground..... that map is glitched to heck.... The zero altitude is set at the default spawn point. Namely the top of the giant staircase. It does very strange things when you try to place things lower than that.
I'm trying to place any of the standard fed ship consoles on the Defiant bridge, and everything hovers at the level of the little raised platforms (like where the captain's chair is). And yeah, I tried to lower them all -0.5 Y and it was out of bounds.
Also, another question: how can I interact with, say, the built-in wall panels? As it is I've resorted to hiding phasers behind the wall to be the interact-able object.
there's a lot of things I've seen people do in their missions that I can't for the life of me figure out, and have to resort to odd roundabout methods to get something similar to the desired effect.
You probably have to fiddle with it 10x by manually adjusting the Y. If -.5 was too far, try -.25. If that's too high, try -.3.
Welcome to the Foundry.
My set of 8 back to basic tutorials will help you. They take about an hour and a half to watch, but it will save you 50 hours of trying to figure stuff out.
Tutorials. Look for the Primetime back to basics series.
Also visit the Starbase UGC chat room to get instant answers to your questions. Just enter as a guest.
Oh, and you have to use invisible objects if you need the player to interact with something baked into the bridge.
Try -.1 y just for the sake of experimentation. If that doesn't work then I don't know what to tell you. except to file a bug report in the bug report forum.
Thanks everyone. I did try out the invisible object, but there was a white box around it and it said "invisible object". In other words, there was something to see, and it ruined the effect. Does that go away when you actually play the mission or do you just have to deal with it?
you don't need to use an object NAMED invisible, you can use tiny hard to see objects as well. In one of my missions I actually used clouds of smoke for this purpose.
Thanks everyone. I did try out the invisible object, but there was a white box around it and it said "invisible object". In other words, there was something to see, and it ruined the effect. Does that go away when you actually play the mission or do you just have to deal with it?
Just rename the invisible object to "Console" or "Type on Console". With an interactable object, whatever you have the object named is what shows up in the game to label it.
Comments
Don't forget to set "zero altitude" instead of anything else, so you will have the same starting value for every items. Terrain is supposed to add the item at the default terrain level, while geometry is supposed to add the item on top of whatever there is, but most of the time, they simply doesn't work. Zero altitude is way more accurate when dealing with several items.
If you had a boundary issue, you probably set too high/low. Usually I have nothing higher than 200 high.
You will likely do that hundred, if not thousands time when making a mission, you should quickly understand how it works, and barely think about it when you'll use it.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
My character Tsin'xing
Also, another question: how can I interact with, say, the built-in wall panels? As it is I've resorted to hiding phasers behind the wall to be the interact-able object.
there's a lot of things I've seen people do in their missions that I can't for the life of me figure out, and have to resort to odd roundabout methods to get something similar to the desired effect.
Welcome to the Foundry.
My set of 8 back to basic tutorials will help you. They take about an hour and a half to watch, but it will save you 50 hours of trying to figure stuff out.
Tutorials. Look for the Primetime back to basics series.
Also visit the Starbase UGC chat room to get instant answers to your questions. Just enter as a guest.
Oh, and you have to use invisible objects if you need the player to interact with something baked into the bridge.
My character Tsin'xing
My character Tsin'xing
Just rename the invisible object to "Console" or "Type on Console". With an interactable object, whatever you have the object named is what shows up in the game to label it.
Click here for my Foundry tutorial on Creating A Custom Interior Map.