- Joined
- Jan 23, 2018
- Messages
- 25
- Reaction score
- 10
- First Language
- American
- Primarily Uses
- RMMV
As I was map building, I noticed that there seem to be little to no inside doors for buildings or structures.
For example, virtually all the built-in maps of building-insides have no doors, even where such doors would be logical to have (bathrooms, bedrooms, offices, closet/storage rooms, etc.).
Also, technically speaking, the walls are effectively 3 tiles high - 2 for the wall itself, and 1 for the "ceiling" part. This would make for an oddly shaped door insofar as scale is concerned. One could simply place the ceiling tile, and have a two-high door animation made, but then there would need to be some sort of movement event back and forth as setting the "ceiling" tile to be walk-under-able might result in some odd glitches in unexpected areas; though it might also give the effect that the area behind the "ceiling" tile is simply occluded, lending a sense of depth to the structures. Having to make individual events for each and every doorway seems to be somewhat extreme. Perhaps a special extra set of tiles that match the existing walls and ceilings which are specifically set to walk-under-able? For horizontally based doors, I suppose that a left and right "doorstep" decoration tile could be made, to signal an entrance that is horizontally oriented?
Did I miss a built-in solution for this somewhere?
Has anyone made an solutions for indoor doors?
Or, does anyone have any suggestions for how this might otherwise be resolved?
For example, virtually all the built-in maps of building-insides have no doors, even where such doors would be logical to have (bathrooms, bedrooms, offices, closet/storage rooms, etc.).
Also, technically speaking, the walls are effectively 3 tiles high - 2 for the wall itself, and 1 for the "ceiling" part. This would make for an oddly shaped door insofar as scale is concerned. One could simply place the ceiling tile, and have a two-high door animation made, but then there would need to be some sort of movement event back and forth as setting the "ceiling" tile to be walk-under-able might result in some odd glitches in unexpected areas; though it might also give the effect that the area behind the "ceiling" tile is simply occluded, lending a sense of depth to the structures. Having to make individual events for each and every doorway seems to be somewhat extreme. Perhaps a special extra set of tiles that match the existing walls and ceilings which are specifically set to walk-under-able? For horizontally based doors, I suppose that a left and right "doorstep" decoration tile could be made, to signal an entrance that is horizontally oriented?
Did I miss a built-in solution for this somewhere?
Has anyone made an solutions for indoor doors?
Or, does anyone have any suggestions for how this might otherwise be resolved?







