Special layer names?

BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
Is there a comprehensive list of all the layer names in Spark editor? ie "Vents" to mark them as vents for minimap generation.

I can't seem to find any of this information anywhere (but I KNOW I've seen it before somewhere...)

I'm done greyboxing my map but am having pathing problems with drifters, macs, and cysts, etc. etc. I know there's a layer you can put collision geo on but I don't remember the name.

Comments

  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    You put collision geometry into CollisionGeometry its case sensitive aswell
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Thanks! We need to get all the special names on the wiki... it's pretty useless as it is now.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited August 2013
    I've got a base that's situated on top of a grating, but when in commander view, trying to place buildings, depending on where your mouse is, sometimes buildings will be beneath the grating, I guess because the mouse is over a transparent part of the texture. How can I get it to only place buildings on top of the grating?

    I've tried creating duplicate polygons of the faces from the grating, changing the texture, then adding that to "CollisionGeometry" and "CommanderBuild" layers, but that made no difference.

    EDIT: Figured it out!

    It seems that if the polygons are just duplicates, it doesn't work! But by every so slighty shifting upwards the ones in the "CommanderBuild" layer, it suddenly works. (I shifted up by 1.0, maybe less works?)
  • KrozuKrozu Join Date: 2012-08-06 Member: 154854Members
    You could try making the surface under the grating CommanderNoBuild (or whatever the layer is called)
    Don't think it fixes your problem, but its worth a try.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    I actually did try that. It stopped stuff from being built down there, but still didn't provide a consistent building surface up top, still sort of flickered when you moved your mouse over it.
  • KrozuKrozu Join Date: 2012-08-06 Member: 154854Members
    Any chance you can upload your map? I can't see anything wrong with grates when i build on top of them. (just zip it, .level files aren't allowed to be uploaded)
    In case you can't upload, what exact grate are you using?
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    CommanderNoBuild, CollisionGeometry, OcclusionGeometry need to be groups, not layers. Well, I would put collision and occlusion in their own layer as well, but it's groups and not layers that makes them function.

    AFAIK, the only specifically named layer that affects the game is 'vents' in order to make vents orange on the minimap.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    OH! OH OH OH! I didn't even know groups were a thing! I see it now, the menu was hidden. I thought "groups" was just a word they were throwing around interchangeably with "layers". Thank you so much!
  • killer monkeykiller monkey Join Date: 2010-02-26 Member: 70743Members, Reinforced - Shadow
    Also for that grate thing, use a texture not a model
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    Hint for faster mapping: F7 opens Layers menu, F8 does Groups.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    I whish there would be a group to make non-collideable faces for some gras or spider web like details (and secret rooms, pshhhhh!) :/
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited August 2013
    Yeah, func_illusionary-like fuctionality (what an awesome phrase) would be very welcome. Also, a group for invisible geometry that aliens cannot walk or roost on. NoStickGeometry?

    EDIT: Aliens are not alies.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Yes, that would be very handy for making outdoor maps.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    NonCollisionGeometry will make geometry passable, but there is no group for not allowing aliens to stick to some geometry. Also groups will probably go away at some point, we want to make it all on layers instead, but haven't gotten around to it.

    CommanderInvisibleVents is one not a lot of people know about, it was added pretty recently. It allows vents that are invisible to the commander, but still render orange on the minimap, although the geometry still has to be part of the "vents" layer to make it orange.
  • [AwE]Sentinel[AwE]Sentinel Join Date: 2012-06-05 Member: 152949Members
    Awesome, have to test it out :D Thx for the info!
  • minsciminsci Finland Join Date: 2013-05-27 Member: 185382Members, Reinforced - Shadow
    edited September 2013
    CommanderInvisibleVents, that seems to make those parts of vents invisible to everyone.. or I'm just doing something wrong.

    edit: Well at least if you have been in command station or hive
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited September 2013
    Jonacrab wrote: »
    NonCollisionGeometry will make geometry passable, but there is no group for not allowing aliens to stick to some geometry. Also groups will probably go away at some point, we want to make it all on layers instead, but haven't gotten around to it.

    CommanderInvisibleVents is one not a lot of people know about, it was added pretty recently. It allows vents that are invisible to the commander, but still render orange on the minimap, although the geometry still has to be part of the "vents" layer to make it orange.

    I made another thread about drifters being able to "jump" into vents directly above them... do you think this will help solve that problem? I don't want to use it yet if what minsci says is correct: that they're invisible to anyone who has been in the hive or cc at one point.
  • JonacrabJonacrab Join Date: 2003-08-02 Member: 18705Members, NS2 Playtester, NS2 Map Tester
    CommanderInvisibleVents, that seems to make those parts of vents invisible to everyone.. or I'm just doing something wrong.

    ya looks like theres a bug there, I will report it to the other devs.
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