T3D 1.1 Beta 1 - Terrain edges have invisible 90 degree walls - LOGGED
by Jason Parker · in Torque 3D Professional · 06/01/2010 (6:19 am) · 3 replies
Build: 1.1 Beta 1
Platform: Windows XP SP3
Issue: Terrain edges have invisible, player collidable walls at a 90 degree angle straight up or straight down. I use multiple terrain blocks in a mission, which I understand is not technically supported at this time. But it otherwise works will if it weren't for these invisible walls I collide with. If a terrain edge isn't collidable as you walk over it, it will be underneath instead. This causes troubles when making caves or tunnels that cross terrain borders. Possibly of note is that my terrains are exported from L3DT for Torque.
Steps to Repeat:
Create a couple of new terrains making sure they can be lined up on at least one side.
Load your two new terrains in a mission in T3D.
Line them up edge to edge.
Attempt to walk across the border with a player model.
Turn around and walk the other way if you passed across the border.
If no invisible wall is encountered, create a simple tunnel under the border and repeat previous two steps.
Platform: Windows XP SP3
Issue: Terrain edges have invisible, player collidable walls at a 90 degree angle straight up or straight down. I use multiple terrain blocks in a mission, which I understand is not technically supported at this time. But it otherwise works will if it weren't for these invisible walls I collide with. If a terrain edge isn't collidable as you walk over it, it will be underneath instead. This causes troubles when making caves or tunnels that cross terrain borders. Possibly of note is that my terrains are exported from L3DT for Torque.
Steps to Repeat:
Create a couple of new terrains making sure they can be lined up on at least one side.
Load your two new terrains in a mission in T3D.
Line them up edge to edge.
Attempt to walk across the border with a player model.
Turn around and walk the other way if you passed across the border.
If no invisible wall is encountered, create a simple tunnel under the border and repeat previous two steps.
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#2
** update **
I think I have hacked it to work for me, but I don't know the cause. I simply overlap terrain blocks so that each block is below another block at the edge. Then I do an evil thing in buildConvex where it skips when x != xi || y != yi, I added another term to skip when xi == 0 or when it is equal to block.mSize - 1. Same for yi. I don't know the cause but from my quick test it seems to be working. Something is messed up in there.
01/11/2012 (6:54 pm)
This issue still exists, does anyone know what causes it? I want to try to fix it.** update **
I think I have hacked it to work for me, but I don't know the cause. I simply overlap terrain blocks so that each block is below another block at the edge. Then I do an evil thing in buildConvex where it skips when x != xi || y != yi, I added another term to skip when xi == 0 or when it is equal to block.mSize - 1. Same for yi. I don't know the cause but from my quick test it seems to be working. Something is messed up in there.
#3
01/14/2012 (2:39 pm)
I believe this is caused by additional quads added to the edges of terrains to allow tiling. There may be some way to turn off / hack out this feature.
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