Invisible Walls

TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
<div class="IPBDescription">I haz them.</div>So I was up late mapping last night and i was testing the greyboxes of my map and i realized that if you do get out of the level, you can land on faces that have their normal facing away from you. This got me thinking about my outdoor area (and that I don't want to have a space bubble or a biodome around the outdoor area. My problem was how to prevent lerks and jetpacks from flying outside the level without putting a visual barrier in front of them.

Well, problem solved, I made an enclosure for my outdoor area with simple geometry and i have the normals facing out instead of in towards the player, this stops lerks and jetpackers from flying past it, and stops skulks from clinging to it, but does not obstruct the view of the skybox (or anything behind the boundary).

Just make sure you add all the boundary geometry to the CommanderInvisible group so the commander doesn't have his entire outdoor area blocked.

Comments

  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    You can use this:

    <b>CollisionGeometry</b>
    All faces placed in a group named
    <i>CollisionGeometry</i> (case sensitive) will be invisible to all players
    but still be considered a hard surface by the engine, similar to
    Clip brushes in hammer. This is generally used to stop players
    from getting stuck on complex details and especially to help skulks
    navigate over walls and ceilings. Props in a CollisionGeometry
    group are not hidden.


    Either way, invisible walls in outdoor parts break the mood.
    Not sure how to solve that in my outdoor part though.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2010
    His point was that Skulks can't cling to the backside of a face. Putting them in the CollisionGeometry group negates this idea, while putting them in CommanderInvisible group makes these <b>inverted face</b> "clipbrushing" anti skulk wallwalking while also invisible for the Commander and players inside the map.

    For now it is a good idea, unless we get some more options for other types of CollisionGeometry...



    Good find Tig!
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited December 2010
    <!--quoteo(post=1816099:date=Dec 15 2010, 08:41 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Dec 15 2010, 08:41 AM) <a href="index.php?act=findpost&pid=1816099"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Either way, invisible walls in outdoor parts break the mood.
    Not sure how to solve that in my outdoor part though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    there's nothing to be done about the mood breaking. you just cannot allow lerks and jps to fly forever away from the level, you will have enclose it somehow.

    there is plenty of room for flying.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Alright, missed that point, good find!
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I know why it acts like that (I think)!

    Traces do not hit the back side of faces, this is the reason lerks can shoot into the map if they get outside, and as skulk wall clinging uses traces, its the reason why a skulk cant cling to the backside of a face.

    Collision however, still happens with the face, making it effectively block stuff from getting trough.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1816314:date=Dec 15 2010, 09:01 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Dec 15 2010, 09:01 PM) <a href="index.php?act=findpost&pid=1816314"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know why it acts like that (I think)!

    Traces do not hit the back side of faces, this is the reason lerks can shoot into the map if they get outside, and as skulk wall clinging uses traces, its the reason why a skulk cant cling to the backside of a face.

    Collision however, still happens with the face, making it effectively block stuff from getting trough.<!--QuoteEnd--></div><!--QuoteEEnd-->

    sounds logical, i'm just happy it works.
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