[r960] Weirdness with 3dmidtex and objects

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Expand view Topic review: [r960] Weirdness with 3dmidtex and objects

Re: [r960] Weirdness with 3dmidtex and objects

by Kate » Sat May 17, 2008 1:38 pm

As long as they can walk on it without falling into it, that's fine. =) =p

Re: [r960] Weirdness with 3dmidtex and objects

by Graf Zahl » Sat May 17, 2008 11:52 am

I fixed it as good as possible. But if you want your monster to walk off the bridge you will have to out something into the gaps at the bridge's edges. As it is the monsters can't walk off or on. This is something that can't be fixed without introducing serious problems.

Re: [r960] Weirdness with 3dmidtex and objects

by Kate » Fri May 16, 2008 1:49 pm

I apologize for the atrocious texturing. Today is just not my day.

Re: [r960] Weirdness with 3dmidtex and objects

by Graf Zahl » Fri May 16, 2008 1:20 am

Can you please post a small test map demonstrating your issues? Obviously the one I used didn't account for everything.

Re: [r960] Weirdness with 3dmidtex and objects

by Project Shadowcat » Thu May 15, 2008 10:04 pm

SnowKate709 wrote:This is not entirely fixed. Although monsters can be blocked by midtextures, they still cannot walk on them.
This may be related to the fact that it's not exactly "stable ground", much like they won't cross onto bridge things either.

Re: [r960] Weirdness with 3dmidtex and objects

by Kate » Thu May 15, 2008 8:45 pm

This is not entirely fixed. Although monsters can be blocked by midtextures, they still cannot walk on them. On top of that, objects that are set to float in mid-air on level start are automatically forced to the ground when the level fully loads, so the only way to get an object to stay is to spawn it in a script after the level is loaded, which is extremely tedious if a lot of the objects in a level have to be able to start on top of blocking midtextures.

Re: [r960] Weirdness with 3dmidtex and objects

by Kate » Tue May 13, 2008 1:31 pm

Aahhhh you found a way to resolve this. Very much thanks. ~

Re: [r960] Weirdness with 3dmidtex and objects

by Graf Zahl » Tue May 13, 2008 3:23 am

Hopefully fixed.

Re: [r960] Weirdness with 3dmidtex and objects

by Kate » Sun May 11, 2008 1:58 am

bagheadspidey wrote:HAX!
Chu!
bagheadspidey wrote:Kate, have you tried using an acs script on map load that moves all the things in question to the position they were already at? Seems like something like that might help, or maybe thrusting the thing a little, or something. I dunno, just a thought.
I have tried that. Everything from thrusting them to spawning them with nogravity map spots a bit after the map load. The only way I can make them stay is if I force them to be nogravity on a per-class basis, and for monsters that's quite obviously a no-go (flying zombies, anyone?).

Re: [r960] Weirdness with 3dmidtex and objects

by bagheadspidey » Sun May 11, 2008 1:53 am

HAX!

Kate, have you tried using an acs script on map load that moves all the things in question to the position they were already at? Seems like something like that might help, or maybe thrusting the thing a little, or something. I dunno, just a thought.

Re: [r960] Weirdness with 3dmidtex and objects

by Kate » Sun May 11, 2008 1:44 am

Graf Zahl wrote:[...] hacks [...]
Care to be more specific? Details usually help in cases like this. And in this particular case, it would help me a lot if I know why it isn't that simple to resolve.

Re: [r960] Weirdness with 3dmidtex and objects

by Graf Zahl » Sun May 11, 2008 1:35 am

Because I won't add hacks for problems that need to be resolved properly.

Re: [r960] Weirdness with 3dmidtex and objects

by Kate » Sun May 11, 2008 1:26 am

Why not a mapinfo flag then? You already have one for [wiki=MAPINFO#checkswitchrange]checkswitchrange[/wiki], so I wouldn't see much of a problem with this particular case. maybe "allow3dmidtexcollision" or something akin to that.

Re: [r960] Weirdness with 3dmidtex and objects

by Graf Zahl » Sun May 11, 2008 1:08 am

Yeah, known issue. The problem is that proper checks would break every map that hides objects in the floor.

[r960] Weirdness with 3dmidtex and objects

by Kate » Sat May 10, 2008 6:39 pm

Objects like decorations and items fall through midtextures when they're placed on them in a map editor. However, if you drop an item on top of a midtexture, it will stay as expected. This is very annoying as there are points where I need decorations and items to be able to stay on top of them.

Monsters just don't appear to have any contact with them at all. However, they will walk on them if they're close to the ground, and will stand on them if forced onto one from a ledge. I believe this was going to be implemented as a separate flag but apparently was completely forgotten about.

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