Tau/Phi Static Parts Adapter MEGATHREAD - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: SOMA (https://www.frictionalgames.com/forum/forum-55.html) +--- Forum: User created content (https://www.frictionalgames.com/forum/forum-79.html) +---- Forum: Development (https://www.frictionalgames.com/forum/forum-82.html) +---- Thread: Tau/Phi Static Parts Adapter MEGATHREAD (/thread-31226.html) |
Tau/Phi Static Parts Adapter MEGATHREAD - 1minus1is0 - 10-07-2015 Hi everyone. I am currently constructing a massive vertical level connected primarily by Tau/Phi parts. For the time being I am merely connecting static parts and leaving gubbins for later. So I ran into a multitude of connection issues between the parts and had to make adapters for them on the fly. These notes may be extremely time saving to others so they don't have to fudge with decimal points a bunch like I did. Note that these are designed to be as "airtight" as possible with as few glaring glitches and excess cover-up gubbins required as possible, so there is significant latitude for fudging these numbers or using replacement parts. They are helpful as a starting point though and should save a few minutes. Below is a continually updated list of part adapter setups, listed by each part's X/Y/Z coordinates. It lists by: [itemname](X,Y,Z). In the case of scaled parts, there is an additional addendum of {x,y,z} that will look like this: [itemname](X,Y,Z);{x,y,z}. In the case of rotated parts, there is yet another additional addendum of <x,y,z> that will look like this: [itemname](X,Y,Z);{x,y,z};<x,y,z>. If any aspect of the above is missing assume default. [](,,);{,,};<,,>. You should be able to plug these numbers in to get the part you want, and move it to wherever on the map you need, either by selecting all, or by making them a compound. In the case of rotated parts you will be able to rotate the whole compound. But getting the rotation right first will save a lot of time. If you have any questions or requests, let me know and I will respond and update this list. I will also be continually updating this list by editing this post. If you have an adapter of your own, let me know in a reply and I will update the first post. Without further ado, the list: 1. CONNECTING TRAIN STATION TO TAU WITH A SWING-DOOR AIRLOCK [station/special_trainstation](0.125,0,0);<0,270,0>. [station/stairs_stairs_traintunnel](-11.75,0,0);<0,270,0>. [station/stairs_stairs_traintunnel](-34.75,4,0);<0,270,0>. [station/tunnel_05_01_adon_ring_large](-57.729,9.503,0);{1,0.89,0.85}. [station/tunnel_tau_tunnel_door_large_frame](-57.771,8.997,0);<0,180,0>. [station/tunnel_tau_tunnel_straight_short_large_door](-60.739,9,0);<0,180,0>. footnote: The above uses double passageways to ensure clearance with the tram tunnels. If you fudge it a bit you can make do with just one passageway. 2. PARALLEL TAU HALLWAYS CONNECTED BY AN 8-SIDED ROOM AS AN L-CONNECTOR [station/tunnel_tau_tunnel_4way](-73.441,8.985,-27.138). [station/tunnel_tau_tunnel_door_small_frame](-69.46,8.986,-27.138);<0,180,0>. [station/special_tau_8sided_room_divingroom_2door02](-64.98,8.985,-27.138);<0,180,0>. [station/tunnel_tau_tunnel_door_small_frame_light](-64.98,8.987,-31.25);<0,270,0>. [station/tunnel_phi_tunnel_3way](-64.98,8.985,-35.37);<0,180,0>. [station/tunnel_05_01_adon_ring_large](-69.1,8.92,-35.37);{1.4,1,1}. [station/tunnel_tau_tunnel_door_small_frame](-69.46,8.986,-35.37);<0,180,0>. [station/tunnel_tau_tunnel_3way](-73.44,8.986,-35.37);<0,180,0>. [station/tunnel_tau_tunnel_door_small_frame_light](-73.44,8.987,-31.13);<0,270,0>. [Primitive Object Plane, use tau_metal_tiling.mat](-69.25,8.984,-37.056);{0.5,1,3.75}. Footnote, you can use straight corridors. I just thought a total round connection would be helpful. 3. MAKING A ROOM FROM THE OTHER DOOR IN UPSILON TRAINSTATION I'm pretty proud of this one since it takes some finessing, and if you were to do it yourself you would probably waste as much time as I did. End result looks quite nice. You should be able to do a bit of switching around assets, but I've just directed you through the hard parts. [station/special_trainstation](0.125,0,0);<0,270,0>. [station/walls_theta_swingdoor_frame](4.415,0.935,-0.55);{0.925,0.925,1};<0,90,0>. [station/walls_datasite_flat_dooway_wide](4.631,0.85,-0.55);{0.55,0.9,1};<180,90,180>. [station/walls_datasite_flat01_short](5.3,0.85,1.19);{1,0.9,1};<180,45,180>. [station/walls_datasite_flat01_short](7,0.85,1.89);{1,0.9,1};<180,0,180>. [station/walls_datasite_flat01_1](6.5,0.85,-1.6);{1,0.9,1}. floor at y=0.95 ceiling at y=4.305 You can make the room as far back as you want, above is just the tricky turns. Color sort of matches too. 4. LATER ON... CURRENTLY WORKING ON... connecting a hallway directly from [station/special_tau_8sided_room_infirmary_1door_indented_sleeping] to [station/special_tau_8sided_room_divingroom_2door02] via the side holes (the passage between them at 45 degrees when both are connected by a tau pipe). |