i'm flying through the walls
by Tobias Rieder · in Artist Corner · 06/11/2003 (4:40 am) · 13 replies
My building was writen to .dif with no errors from map2dif.
I included the building in a map and lighted it - no error.
But when i try to walk on the floor i'm landing on the terrainground.
I made a second try with map2dif and tried several mission files but it's not running.
Has anyone an idea about what's going wrong here?
I created my own Wall-Hack ;I
thx for help
Toby
I included the building in a map and lighted it - no error.
But when i try to walk on the floor i'm landing on the terrainground.
I made a second try with map2dif and tried several mission files but it's not running.
Has anyone an idea about what's going wrong here?
I created my own Wall-Hack ;I
thx for help
Toby
About the author
#2
If the building is portalized and you are inside it, the terrain will no longer render, but if it isn't flattened out or cleared under the building you will still collide with it.
06/11/2003 (3:22 pm)
can you walk strait through the walls as well? If the building is portalized and you are inside it, the terrain will no longer render, but if it isn't flattened out or cleared under the building you will still collide with it.
#3
Well I don't think i'm allowed to I)
@Alex
yes i can walk through all...
the only collision I have is on the terrain and with onther buildings.
the building has no portals yet.
06/12/2003 (2:35 am)
@MatthewWell I don't think i'm allowed to I)
@Alex
yes i can walk through all...
the only collision I have is on the terrain and with onther buildings.
the building has no portals yet.
#4
@Matt well i coult send you the file if you still want to look at it.
06/16/2003 (7:04 am)
i solved the problem by deviding the file in two new.@Matt well i coult send you the file if you still want to look at it.
#5
06/16/2003 (7:38 am)
Thanks, I am interested in seeing what the problem is...I promise I won't distribute or show it to anyone else.
#6
06/23/2003 (5:49 pm)
Weird, now I've run into the same problem, apparently caused by creating a collision mesh within a scene file (to aviod colliding with some more complex detail meshes). The file collided normally before I added the collision brush, but afterward I can collide with the collision brush area, and walk through everything else in the map, not just the detail brushes! eek! I don't think this is normal behaviour for Quark.
#7
06/24/2003 (8:34 am)
The presence of a collision mesh disables the normal collision detection methods from what i've experienced, so you should put a collison mesh over each object to deal with it, or you could edit the converter so it doesn't disable the collision detection.
#8
06/27/2003 (2:40 pm)
If you want to create collision brushes, use the Null texture on the brush in a DETAIL entity. DOn't use the collision entity.
#9
Im a professional 3d artist using lightwave and max, its not possible to convert interiors to use this programs ?
Its looks like totally a waste of time to learn something new if there something usable instead.
09/10/2003 (4:13 am)
Is there arent any way to skip Quark or WC to make interiors ?Im a professional 3d artist using lightwave and max, its not possible to convert interiors to use this programs ?
Its looks like totally a waste of time to learn something new if there something usable instead.
#10
It's not like Quark/WC are just being converted to raw polygons and then rendered; they actually do things that 3dsmax/maya can't/won't do at this point (though this may change).
09/10/2003 (4:22 am)
The reason that interiors use Quark/WC is because interiors use a brush-based approach (as opposed to the approach a normal model takes, which is pretty much polygon based). Using brushes for interiors gives a huge speed up for collision and rendering. On the downside, it brings another tool to be used. :)It's not like Quark/WC are just being converted to raw polygons and then rendered; they actually do things that 3dsmax/maya can't/won't do at this point (though this may change).
#11
It would be a fairly simple (if slightly time consuming) task to use maxscript to create a custom set of max primitives to model the brushes useable in hammer or quark as well as the editing tools (pretty much carve). One could then use this panel/rollout to build your levels in max and be assured that when you use an export tool like max2map or 3ds2map you are going to have only convex brushes. Unfortunately, you wouldn't really be able to use any of the low-level geometry editing tools you are used to in max (very limited vertex editing, no edge turning, no face splitting, etc.)
However, I am not convinced this would be all that useful since you could just take the couple of hours to learn Hammer or Quark (simple yet powerful tools) and just avoid the hassle altogether.
09/10/2003 (5:28 am)
I recently played around with the Game Level Builder 2 script for 3dsmax which supposedly allows you to create "Half-Life" and "Counter-Strike" maps in max. I found the tool to be rather cumbersome and not quite what I was looking for but it did bring something interesting to mind.It would be a fairly simple (if slightly time consuming) task to use maxscript to create a custom set of max primitives to model the brushes useable in hammer or quark as well as the editing tools (pretty much carve). One could then use this panel/rollout to build your levels in max and be assured that when you use an export tool like max2map or 3ds2map you are going to have only convex brushes. Unfortunately, you wouldn't really be able to use any of the low-level geometry editing tools you are used to in max (very limited vertex editing, no edge turning, no face splitting, etc.)
However, I am not convinced this would be all that useful since you could just take the couple of hours to learn Hammer or Quark (simple yet powerful tools) and just avoid the hassle altogether.
#12
09/10/2003 (5:52 am)
Amen.
#13
My problem is that, the converted DTS geometry havent got those "interior-like" shadows, didnt cast everything.
Ok, i really dont need those interiors, except their shadowmaps :) Is there a usable way to make interior-like casted shadowmaps with DTS objects ?
We modded the engine to make the player-like shadows with DTS, but its too expensive in processtime, so pls :) help me.
09/13/2003 (10:25 am)
Oh yes, okay, okay, my game dont will be an FPS or similar, but an RTS, where i dont want this interior , and its incredible inhouse rendering...etc.My problem is that, the converted DTS geometry havent got those "interior-like" shadows, didnt cast everything.
Ok, i really dont need those interiors, except their shadowmaps :) Is there a usable way to make interior-like casted shadowmaps with DTS objects ?
We modded the engine to make the player-like shadows with DTS, but its too expensive in processtime, so pls :) help me.
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