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Collision Walls in Interiors


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#1
Bibdy

Bibdy
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So, following my other thread a couple hours ago, I was able to get into my cave level and run around in it. As I expected, there were places the player could run through, over, under, walk off cliffs etc. none of which are intended, so I'm looking for a way to block him off from doing that. Since its an interior level, apparently I don't have the option to use the Build Terrain Collision Tool (why?), so I need something else.

I went through some of the actual game levels and found some props, prp_col_wall_0 and prp_collision_wall_0, and placed them around to box the player in, but running around I can still seem to walk straight through SOME of them. Has it got to be facing a particular way, or it doesn't cover the entire shape of the yellow box shown in the editor? I can't seem to figure out why I'm able to just run right through the things. 

Is there a better way to cordone off an area? Being able to just use the Build Terrain Collision Tool would be great, since it worked absolutely perfect on my outdoor level (for some reason its greyed out). If not, how do I get these damned collision walls to work properly? The way I've built them in the editor, there should be no plausible reason I'm able to run through it, and for some of them it works fine, but for others I can just right straight through it.

#2
DarthParametric

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There's a hamfisted way around it, which is the method I used to generate pathfinding in a level full of custom room models with no collision. Place some walls (doesn't matter which as long as they have collision - I used chi_chawall02) in the areas you want to block. Generate pathfinding. Select all the walls and in the Object Inspector change "Export to Game" to false. Now do a Post to Local. If it complains about something being changed, just tell it to proceed regardless.

Also, to the left of the light mapper buttons there is a button called "Visualise Collision Objects" which can be useful to spot gaps.

Modifié par DarthParametric, 07 janvier 2010 - 09:32 .