Invisible Wall's

SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
<div class="IPBDescription">How to find and Fix!</div> As you will notice in some official maps their are invisible walls that can block you but not every directional movement/player type.
This has something to do with hulls on compile.
One of the ways this bug may be created is by flipping brushes useing flip horizontal/verticle in combination with certain brush positions and nearby wedge shaped brushes that may have been flipped.

This is written on the assumption that you use Valve Hammer Editor.

I came accross invisible wall problem myself and found how to fix it.
First I will go through the best way of finding these buggy player clips.


Their are 3 hulls you need to check so the best player types to use to run round your compiled map would be:

<b>A skulk</b>
Best to use becuase its fast to run round your map and represents:
A Gorge, Crouched Marine, Crouched Fade, Lerk.

<b>A Fade</b>
Runs faster than a marine and represents:
Standing Marine and a Crouched Onous.

<b>Onous</b>
Biggest here only one you can use to check final largest hull.


<span style='color:orange'><b>Fixing any invisible walls you find in your map.</b></span>
<u>These may not work in every situation:</u>

<span style='color:orange'>1.</span> In hammer goto the area where the invisible wall is you found.
In the overhead view center your sceen over where the wall is and drag a large box over the area and hit enter so you grab all your brushes and entities in that area (they all turn red in all views) and press <b>CTRL + E</b> to center all 2D views on the current selection.
Now Right click the selection from any of the 2D views and CUT then RE-PASTE the area.
Recompile the map and see if this has made the invisiable wall go away.


<span style='color:orange'>2.</span> The other option that may work is to put down a solid brush where atleast part of it intersects with where invisible wall is. By doing this you are changeing how the compiler calculates the hull resulting in it doing something different witch may in return make it calculate it correctly.

The object you may place to intersect with the invisable wall may be for example if the invisible wall runs the width of a corridoor then you may want to put "in the problem" to the "side of the corridoor" something like a create or a pipe or a pannel placed up against the wall where the problem meets the wall.

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