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ADDING invisible walls
Posted: Mon Jul 23, 2007 9:58 pm
by CaptainPoopface
Headlong is a cool level, but it's just too big for the small Slayer games I like to play. I would like to truncate it by adding invisible walls or other barriers to cut off the alleyways and seal off almost all the buildings. So the only active playing areas are the catwalks, the courtyard, and the unfinished bridge paraphernalia. See the pictures. This would make it far more manageable. I figure it wouldn't be so hard to add a couple of walls, then seal the windows and doors with large heavy crates. But I don't know how to do this. No one ever talks about
adding invisible barriers. I can't load the BSP viewer in Entity because my computer is too old and it craps the bed when I try to load one. I'm guessing that's a big wrench in the gears for my cause here, but maybe not.
If someone could point me to the proper tutorials, or give guidance, or if you feel like being charitable and doing it for me, that would be great. Thanks.
CP
http://img530.imageshack.us/img530/8085 ... ye1un1.jpg
http://img68.imageshack.us/img68/1752/h ... ye2ke9.jpg
http://img503.imageshack.us/img503/5151 ... uncjy7.jpg
Posted: Mon Jul 23, 2007 10:00 pm
by Thrasher Alpha
that would make the game suck. use a a smaller map, turd, midship. And invisable walls are machs.
Posted: Mon Jul 23, 2007 10:04 pm
by Tural
Thrasher Alpha wrote:that would make the game suck. use a a smaller map, turd, midship. And invisable walls are machs.
I don't think he requested an opinion on how he wants to play. Pretty sure he's aware there are smaller maps. You're in no position to tell him that something sucks, if he wants to do it, help him out, don't degrade him.
Posted: Mon Jul 23, 2007 10:05 pm
by Thrasher Alpha
Tural wrote:Thrasher Alpha wrote:that would make the game suck. use a a smaller map, turd, midship. And invisable walls are machs.
I don't think he requested an opinion on how he wants to play. Pretty sure he's aware there are smaller maps. You're in no position to tell him that something sucks, if he wants to do it, help him out, don't degrade him.
At the end of the post i said "And invisable walls are machs"
Posted: Mon Jul 23, 2007 10:06 pm
by mr_penguin
for the doorways use the scarab plasma door to block them, and instead of using invisible barriers to make the map smaller how about you use the deltahalo bridge as a wall so its like the city is closed off.
and if you need them to be invisible null the shaders in the their models after placing them on the map.
And invisable walls are not machs, their built in to the bsp.
Posted: Mon Jul 23, 2007 10:08 pm
by Thrasher Alpha
for that that would accually be kind of much instead of just wanting to play a slayer game, but it would work.
Posted: Mon Jul 23, 2007 10:14 pm
by Tural
Thrasher Alpha wrote:At the end of the post i said "And invisable walls are machs"
So that justifies the rest of your comment? I can read, I'm fully aware of what you said.
Posted: Mon Jul 30, 2007 6:25 pm
by Shadowz_O_Death
The easiest way to make an invisible wall is to spawn a machine where you wish for the invisible wall to be and null its shaders so it's invisible. I personally recommend spawning the Containment gate. Here are some tutorials that may help you with this process...
- Injecting Objects
- Spawning Objects
I couldn't find a tutorial on nulling shaders, so I wrote one myself...
Nulling Shaders
1. Open Entity.
2. Open a map of your choice.
3. Navigate to the MODE (Models) tag.
4. Click on the object you would like to be inivisible.
3. Swap all SHAD (Shaders) tags with "Nulled Out."
Let me know how it goes.
Regards,
Shadowz_O_Death
Posted: Tue Jul 31, 2007 1:15 pm
by CaptainPoopface
Thanks for taking the time to post those details and tutorial links. Actually, I figured it out when Thrasher said that invisible walls are machs. I was hoping there was an easy way to restrict the XY coordinates of a map, sort of like the Banshee ceiling but for the X and Y axes, and applicable not just to Banshees. Or an easy way to inject an entire XZ or YZ plane, spanning the whole map, with collision. Apparently there isn't. And placing bridge planks and base gates takes prohibitively long on my antiquated computer for any map large enough to benefit from them, so the project is nixed.
Posted: Tue Jul 31, 2007 1:27 pm
by DrXThirst
Thrasher Alpha wrote:that would make the game suck. use a a smaller map, turd, midship. And invisible walls are machs.
lol, yes, why don't you use turd.
