STiFU on 16/10/2005 at 19:17
Im making a map and on a testrun i found an invisible wall or something like that. I read that scaling static meshes doesnt scale the collisionmodel, too. Could the invisible wall be a result of this? And what can i do to prevent creation of such invisible walls then?
potterr on 16/10/2005 at 19:28
I found one which looks like it may have been from my skybox (as there was nothing else it could have been, it also sounded like rock when I walked on one end of it), I just shifted the entire level across a few squares and everything was ok.
STiFU on 16/10/2005 at 19:50
I have no sounds at all while i am walking on it. (Yes i am NOT in debug-mode :) ) My Skybox is very very big so that it cant be this invisible wall... at least i think so. I will try to delete the static mesh that i believe is raisonable for that wall.
EDIT: Yes that was it. But theres still another wall. Can anyone tell me how to make the collision model right again?
Bardic on 16/10/2005 at 20:44
I shrunk a lot of things while making my mission. Since I knew they would all keep the larger collision hull, I set them to none in the Static Mesh browser. Then you can put invisible BSP cubes to give yourself collision.
The worst invisible wall I had was because I accidentally left a smesh as 0.000 when I set the drawscale property. the smesh was only a dot, I had to move everything nearby and drag a box around it to see the tiny red crosshair and delete it.
STiFU on 17/10/2005 at 09:26
I figured out something like that too, but it didnt work for me yet. I editet the collisionflags of the mesh and set block actor and player to "false". But it didnt work. Help please!
Edit: Ah! I didnt read right. I trief to disable the collisionhull by the meshs properties, but you didnt even add it. Thanks!
Krypt on 17/10/2005 at 16:17
Quote Posted by Bardic
I shrunk a lot of things while making my mission. Since I knew they would all keep the larger collision hull, I set them to none in the Static Mesh browser.
Don't do it in the static mesh browser or else every instance of that mesh will have no collision, even the ones you didn't scale as well as on other maps containing that mesh. Change Movement>Physics from PHYS_Havok to PHYS_None on each instance of static meshes you want to make noncolliding.
STiFU on 17/10/2005 at 18:07
Ok thank you very much. Perhaps you should make up an article in the t3editing wiki. This tipp is gold worth i guess!
Bardic on 17/10/2005 at 21:14
Thanks Krypt. I knew that would change it in every mission I made, but couldn't figure out what property changed it.
I was just going to change it, package my mission and change it back when I started working on the next one, but that will save a lot of time in the future.
Well, and once I finished Komag's contest I figured it might be time to wipe the editor out and start fresh anyways, just in case I messed anything up with all the fiddling.