Captain
Join Date: Jun 2012
Posts: 2,975
# 11
03-14-2013, 03:22 PM
I'm also looking forward to using this, although it is too big for a lot of situations. I wish that we also had the smaller ones.
Career Officer
Join Date: Jun 2012
Posts: 154
# 12
03-15-2013, 03:15 AM
Still, regardless of it's deficiencies, it's nice to get it finally, as well as all the TOS items we were so looking forward to.

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Starfleet Veteran
Join Date: Jun 2012
Posts: 1,340
# 13
03-15-2013, 06:09 AM
So just heads up to my fellow Foundry authors, it seems that there is a draw region* attached to the transporter room. Now this shouldn't impact custom interiors, but it'll cause some objects to disappear on premade maps while you're around or in the transporter. This draw region also is active whether the transporter room is set to invisible or not. If you're trying to transition the transporter out, you may run into issues that need to be creatively worked around.


* A draw region (viz region or any number of other names) is a volume that environmental artists put into a section of a map. When a player is inside this region, it tells the renderer that everything outside of the region can be drawn at reduced detail or not at all. This is used to reduce the graphics load on the client machine by letting the renderer know that when a player is in a specific area, they can only see that area.

@greendragoon
Captain
Join Date: Jul 2012
Posts: 1,107
# 14
03-15-2013, 09:13 AM
For those of us who are still very new to the Foundry, do you happen to have screencaps of what happens? This would really be helpful to understanding what I can and can't do with the transporter.
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Starfleet Veteran
Join Date: Jun 2012
Posts: 1,340
# 15
03-15-2013, 10:12 AM
Quote:
Originally Posted by gulberat View Post
For those of us who are still very new to the Foundry, do you happen to have screencaps of what happens? This would really be helpful to understanding what I can and can't do with the transporter.
It's not that you can't use it, it's just that you need to be aware of it and be prepared to be creative about how to work around it. I'll post some screenshots when I get home tonight.

@greendragoon
Rihannsu
Join Date: Jun 2012
Posts: 12,219
# 16
03-15-2013, 10:32 AM
There are a few main things to remember when using it.

1: it's a one sided prop. Thus you can only see it properly from the inside. This includes the door, so you have to add a door prop to the outside.

2: it has a door.... this isn't a major issue, just something to keep in mind. It must be something that is not freestanding in a room, it will always be it's own little room.

3: the ceiling of the actual room isn't terribly tall, a think around 5-6 meters, but the ceiling of the pad iself, that is more like 8-10 meters. You might need to add a second ceiling on some maps.
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