Please ask your basic (newbie) questions in here. - by scumble
havoc211 on 28/6/2008 at 01:33
Ok, that puts more perspective into it.
So, they hobbled the capabilities of the game engine to get it onto an inferior platform and rendered the pc market as useless as the console. I'm so mad right now I could ____.
I spent six hours doing climbing tests the other day, at any rate. Wasn't a complete loss; but, it didn't give me great confidence. I built a rope, attached it and tested and was able to climb it.. only to find that I could only climb in one direction. That's bad. It's cludgy too.
I also setup differing sized volumes with appropriate climbing textures and tested them. The smallest I got down to before quitting for the night was a steam pipe
mesh. The intriguing thing was that if you skin it with a
climbable texture, you can climb up and around it the same way the old rope worked.
I also tested the invisible volume around a rope theory.. If you set the property of the volume to "invisible" you can't
frob it. On the one hand, that's bad. On the other hand, there's also no collision or no result of collision as long as
the volume is invisible. So, my next thought is to use transparency and modify collision aspects. Maybe setup a transparent texture with climbing capabilities.. I still need
to look at that steampipe though.. need to find out how much smaller we can go and still get that effect.
I tried texturing a wall with a climbing texture and could do nothing with it in the engine. So I may be sunk for testing ability myself for a bit. But I was thinking of exporting the rope texture and reimporting it with climbing attached to it.
May have to redefine the material; but, ..
Another thought was to import the new sectional pipe meshes and play with them. The ladder approach doesn't appeal to me at all. It just doesn't give the feel of the original arrows or the functionality. I tried ladder combinations myself in my testing and hated it.
Gotta go to work, there were some other things that were coming to mind; but, being pressed for time, they don't seem to want to out for me at the moment. I'll check back in tomorrow. But that steam pipe showed a lot of promise. Had to have the climbing gloves to use that idea; but, there might be a way around that in scripting.
Beleg Cúthalion on 30/6/2008 at 21:39
And now we'd need some moderator to get these things moved.
I have a little problem with a phantom fire. I once placed an oven behind some arches to check if I would get the desired fire shining through to make it look cool etc. ect.. However, after deleting this thing again, the light remained although there is nothing to mark and delete left. I already switched all the actors to "off", built all, switched them on again and built again, but this light was still there (no pulsing or flickering, though). It's not that it's completely out of place (since I wanted this kind of effect anyway), but for order's sake I want to get rid of it, furthermore since it is in the largest area of the whole mission. :erg:
Flux on 1/7/2008 at 17:55
No, we don't need a moderator for this, simply overcome your anxiety about posting new threads...:joke:
Ok, I don't remember what this phantom fire is, is it one of those emitter actors?
Anyway, when the same things happens to me, I add another same actor, then select all matching actors, then delete them all. When you do this this "invisible" actor gets selected also even if it doesn't show up there.
Hopefully, you don't have other phantom fires in your level that you don't want to get rid of.
Sometimes, saving and re-opening the level, helps you get rid of inivisible actors.
Beleg Cúthalion on 1/7/2008 at 19:06
With "phantom fire" I just meant that I cannot catch it but it's still there. :p But I'll try what you suggested. There is only one more oven like that in the mission; I guess I can overcome that. Or reload. :erg:
Flux on 1/7/2008 at 20:35
Just remembered. You can also use "search for actors" thingy. That binocular icon next to undo-redo.
Beleg Cúthalion on 3/7/2008 at 17:03
With the actor finder I...well...just cannot find it. :erg: It's neither one of the fire stack emitters nor the actual light; and it must be something of those since it's glowing. I'll see what happens next, in the worst case I'll move the whole map up.
Ziemanskye on 3/7/2008 at 17:41
This may sound kind of dumb/insulting, but have you tried making all of your groups visible and having a good hard look through the maze to where that light seems to be coming from?
I've never had phanton actors before. Just things that weren't in the group I thought they were. (And I freely admit that that can be a problem with cloning things :thumb: )
Beleg Cúthalion on 3/7/2008 at 20:21
In fact there is not a lot in that place, just a building with two arches underneath and a ground plate (by the way, your wall segments are among the most useful static meshes I find in this whole browser):
(
http://s5.directupload.net/file/d/1479/n7wnuv6u_jpg.htm)
Inline Image:
http://s5.directupload.net/images/080703/temp/n7wnuv6u.jpgI've checked most of the emitters from the other views but they're all somewhere else. This thing (and I don't mean the ambient_vertex you can see in the picture, that's upstairs) is apparently intangible. Switching the ground plate to shadowcasting does nothing, so this light must be right in the middle of this room. Should have used the delete menu only once...:sweat:
Flux on 3/7/2008 at 20:30
I think I know the problem, similar thing happened to me before. I still don't know what else to suggest in your case.
I just avoid using "pressing the delete key", here is why:
I once added firewood actor then I clicked on it to delete it, but I didn't realize that it highlighted only the emitter actor. So I make sure to select the actor, make sure I select the actor that I wanted(whole three of them, static mesh, light icon and the emitter) and use delete from the menu.
Wait, Looking at your screenshot, count 4 grids to left from your ambient vertex. Then count 18 grids down. I see a emitter there, just on the bottom-right corner of the highlighted emitter...Is it in that room or upper floors?
Beleg Cúthalion on 3/7/2008 at 20:59
That is a chimney smoke emitter.
I've also had the problem of deleting every single piece of an actor, but the striking difference here is that there is nothing to touch at all. :erg: As I said, even switching off all actors, building, and switching them on again didn't help (although I cannot know if the light is still shining when I build the vacuum in between... flesh render mode won't do unless I built new brushes I guess).
Edit: Moved the whole map four feet or something up and this thing's gone. :)