Aller au contenu

Photo

Walking through walls (interior)


  • Veuillez vous connecter pour répondre
8 réponses à ce sujet

#1
Rogue27

Rogue27
  • Members
  • 5 messages
I created a room (level) following the tutorial, and then used it in an area.  When editing the area I noticed that the walls weren't showing up.  Upon testing the room I found my character can walk through the walls.  Any way to manually restrict pathfinding on an interior level?  Also the lighting seems funky (I know it's broken, but I thought that was only on terrain.  My character is just a black blob.   Anyone else run into these problems?

#2
Qutayba

Qutayba
  • Members
  • 1 295 messages
Did you generate pathfinding (and if you did, have you redone and reposted it after changing the area?). In the level editor you can toggle making the pathfinding nodes visible (next to the startpoint button). If there are green dots going where you shouldn't be able to walk, you'll need to redo the pathfinding. There ought to be a way to do this manually, but I've only figured out the automatic generation. so far.



As for lighting, you need to make sure to have two lights in a given area (and in each room). One is set to baked ambient and is the intensity of the shadows (unless you want them pitch black). You also need a point static light for an active light source. I think light probes improve the quality of light on characters, but I'm still figuring those out myself.



Nobody is an absolute expert in this yet, so keep plugging away. I've solved some problems with some trial and error (usually error), and the people in this forum are amazingly nice (Flamers aren't brave enough to venture into the toolset), You're among the pioneers!

#3
Languard

Languard
  • Members
  • 126 messages
Light Probes are for water, which is broken.

#4
Qkrch

Qkrch
  • Members
  • 128 messages
Also use the blak boxes models, that will generate collision on cameras afaik

#5
Rogue27

Rogue27
  • Members
  • 5 messages
Yah, I used the generate pathfinding and it didn't seem to recognize the walls as impassable. That's why I starting trying to manually setup the pathfinding. As for the lights, yep I put a baked ambient and a static piont. Even when facing the static point I have no light cast on the character. I'm going to trial-and-error it more, like you said, but I just wanted to see if this was something common/broken/etc because it can easily eat up 5+ hrs of my life. Thanks for the input. I have a whole campaign in my head bursting to get out =P

#6
Erenz

Erenz
  • Members
  • 29 messages
Static Lights have 2 options: "effect level" and "effect characters". They do exactly what you would think they'd do, so for your static light to effect your character, your light needs "effect characters" changed to true.

As for the walls, my only explanation so far would be that you did not use the models which contained *wall* in their name to build your walls. Things with "wall" in their name will automatically block pathfinding, things with "ceiling" in their name automatically vanish when zooming out, etc.

Modifié par Erenz, 23 novembre 2009 - 11:31 .


#7
Rogue27

Rogue27
  • Members
  • 5 messages
I see. I'll give that all a shot. Thanks for the info. BTW, is there an easier way to position walls and ceilings other than change the values for x,y,z positions? dragging doesn't seem to work unless I use the xyz axis tool, which is very cumbersom.

#8
Erenz

Erenz
  • Members
  • 29 messages
Well, normal mouse dragging sometimes works, sometimes it does not. I suggest using the xyz axis tool, after some practise it's not too cumbersome. Oh, and use copy and paste extensively, that way you only have to move on one axis most of the time.
I might add that you can "drag" not only on an axis with the xyz axis tool, but also on planes between 2 axes.

Modifié par Erenz, 24 novembre 2009 - 01:23 .


#9
Rogue27

Rogue27
  • Members
  • 5 messages
That all worked, Erenz. Thanks. However, there was the name "wall" in my original wall. I removed folders and typed wall in the "blue cube". The walls it brought up must be...useless? There are a few rare instances where I could see wanting to build a wall without collision detection. The walls in the fhi folder seemed to be what I needed.  I'm also getting good at feeling out what values on the x,y,z axis represent placement within a room (it seems every 2 = 1 square on the grid) or something like that.  It does make it very easy to ensure everything is uniform.

Modifié par Rogue27, 24 novembre 2009 - 01:26 .