Invisible wall
by TigerHeros · in Torque 3D Professional · 08/24/2009 (1:55 am) · 11 replies
Hi
How can i make invisible wall in torque3d
How can i make invisible wall in torque3d
About the author
#3
08/25/2009 (9:11 am)
I have a TGEA component I made called "fxForceField". I'll see if I can port this to T3D today.
#4
08/25/2009 (1:24 pm)
Just saw this thread after I added a simular thread here: http://www.garagegames.com/community/forums/viewthread/100373
#5
08/25/2009 (1:49 pm)
the invisible wall effect might be a useful feature for many genres of games.. maybe GG should consider this as a standard item to resurrect and update as a tool. Name how many games where invisible walls are in effect.. case and point.
#6
08/25/2009 (2:48 pm)
A "good" invisible wall also needs its own mask, so it can be exempt from receiving decals or things like that.
#7
08/25/2009 (6:06 pm)
someone added a terrain based blocking using texture painting toi the resource section like 2 months ago you could try that.
#9
08/25/2009 (6:48 pm)
thats why i suggested it needs to me more then just a invisible DTS, it needs to be a boundary like system that has its own set of masks and such.. there is the forcefield and the dts options.. but this seems like it can be much more simplier.. like a point to point system around the edge.. almost like a customizable phyiscal area, which right now is really only a square or circle shaped trigger really.. and probably could use a bit specific attention and improvement.
#10
I can see us dumping the DIF format and using a DTS building with these collision walls and floors where needed. This would clean up our art pipeline.
08/25/2009 (8:28 pm)
It needs to have a semi-tranparent color while viewing in the world editor to help with placement. Then total transparent when in run mode. And maybe the ability to put triggers on it. I can see us dumping the DIF format and using a DTS building with these collision walls and floors where needed. This would clean up our art pipeline.
#11
08/25/2009 (9:39 pm)
@Scott - Th fxForceField will do this, if I can solve the translucent rendering problem that I'm seeing (minus the triggers).
Associate Steve Acaster
[YorkshireRifles.com]
DTS with only a collision mesh should work - or - under library/level/level, use a Physical Zone with a VelocityMod of -1.5, that way you can let projectiles through but not players.