Some surfaces don't have collision with certain objects.
Some surfaces don't have collision with certain objects.
I just recently finished a map, but when I went to test, grenades, bullets, rockets, tank shots, flags/oddballs, part of warthog tires...you name it went through certain areas of the floor. In addition, ghosts could not hover and therefore couldn't move on these areas. This may help: in Sapien, I can't right click over these areas to add player spawn or vechicle spawn points. And, these surfaces don't have the properties of their respective shaders (which was metal (hollow)). Any suggestions?
If I ever finish this map, could someone tell me how to add music? If you've played Bomb-omb Battlefield, you know what I mean.
If I ever finish this map, could someone tell me how to add music? If you've played Bomb-omb Battlefield, you know what I mean.
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You reference them in 3ds max or in Gmax.striderdude wrote:You dont make one for EVERY surface....you only make 1 shader_environment
andystav, where there any errors when compiling the map?
Shaders tell Halo engine how to display the bitmaps properly. It has nothing to do with physics except the part that asks you for that, and that is only how much friction that surface will generate (e.g. if physics are ice then the warthog will have almost no traction).
A shader is a computer program used in 3D computer graphics to determine the final surface properties of an object or image. This often includes arbitrarily complex descriptions of light absorption, diffusion, texture mapping, reflection, refraction, shadowing, surface displacement and post-processing effects.
A small excerpt from:
http://en.wikipedia.org/wiki/Shader
The shader tag acts much in the same way as the shader program which is in-built (I think) to the Halo Engine.
Last edited by metkillerjoe on Wed Oct 25, 2006 5:53 pm, edited 1 time in total.

Thanks a lot man, I knew it had something to do with my stupidity. And I guess the other surfaces get a shader_model? (as long as they're not transparent) Am I right? I'll just wait for an answer this time, so I don't screw anything else up
. Anyways, thanks for the help so far.
And no, I did not have any errors when compiling the map (I have no idea how).

And no, I did not have any errors when compiling the map (I have no idea how).
Last edited by andystav on Wed Oct 25, 2006 6:09 pm, edited 3 times in total.
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You reference the shaders in 3ds or Gmax.andystav wrote:Thanks a lot man, I knew it had something to do with my stupidity. And I guess the other surfaces get a shader_model? (as long as they're not transparent) Am I right? I'll just wait for an answer this time, so I don't screw anything else up. Anyways, thanks for the help so far.
You can make multiple shaders. Just go into guerrila, find a multiplayer map int the test folder, go into the bitmaps folder. You'll see that all of the tags are shader_environments.

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Are there any errors when compiling the map? If there are it might be what is causing this.andystav wrote:I basically already knew that shaders told the Halo engine how to display bitmaps. Now that I know shaders only affect physics in the way that you said, it brings me back to my original question: How can I fix the fact that certain things pass through some planes in my map?

I did not have any errors when compiling the map (I have no idea how).
I followed a standard tutorial to make the map. The only difference is that I gave the skybox more polygons, to be able to select certain parts of it (I skinned part of the walls). If the skybox having more polygons is the problem, I'll change that in a little while. If anything happens I'll tell you. I just can't see how the skybox having more faces can affect other models in the map.
I followed a standard tutorial to make the map. The only difference is that I gave the skybox more polygons, to be able to select certain parts of it (I skinned part of the walls). If the skybox having more polygons is the problem, I'll change that in a little while. If anything happens I'll tell you. I just can't see how the skybox having more faces can affect other models in the map.
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I've sometimes tessellated the sky mistakenly, and that had no affect on the collision geometry.andystav wrote:I did not have any errors when compiling the map (I have no idea how).
I followed a standard tutorial to make the map. The only difference is that I gave the skybox more polygons, to be able to select certain parts of it (I skinned part of the walls). If the skybox having more polygons is the problem, I'll change that in a little while. If anything happens I'll tell you. I just can't see how the skybox having more faces can affect other models in the map.
Something is wrong with your collision geometry. If no errors came up that is all I know.

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There are two things that I can think of. (You could research alternatives on Google and other forums as I'm not experienced enough to know specifically what you could do):andystav wrote:How can I get tool to make the collision geometry correctly?
1. Reinstall HEK (easy way out and probably most logical)
2. Restart the map (or just make another one that is a small box for one player and give it a texture.)
If you do make another small map just to test out that grenade-through-the-floor glitch and it still doesn't work, then I'm not sure what it could be. If it does work, then there is a problem with the geometry of your previous map.

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no no no. You have to make sure you have a sealed world. You cant make a box, have part of it stick through the ground, and make a building. The faces that cross will not have collision. Shaders have nothing to do with it. Shaders are for the textures. You have to make sure everything in your world is connected. Ive made maps that i forgot to make shaders in and it was all black, but it still had collision.
For example. If you wanted to add a box building to your level, you make a box, delete the bottom faces of the box, and the faces of the ground that would touch the bottom of the box, attatch the box to the ground. Then create vaces connecting the box's bottom verteces to the verteces of the ground.
I had this problem with my map bussacap.
For example. If you wanted to add a box building to your level, you make a box, delete the bottom faces of the box, and the faces of the ground that would touch the bottom of the box, attatch the box to the ground. Then create vaces connecting the box's bottom verteces to the verteces of the ground.
I had this problem with my map bussacap.
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I skimmed all the posts except the first few, I read those. It sounds to me that you have coplanar or nearly co planar faces. That means you have something with a flat surface over or in a bumpy surface, or, just two surfaces going through eachother. Like this:
__ <-flat surface
/\ < bumpy surface
or
_/\___ <going through
/ \
So fix that and your problem should be gone.
What sanches said was a good example of co planar faces. Listen to what he said.
__ <-flat surface
/\ < bumpy surface
or
_/\___ <going through
/ \
So fix that and your problem should be gone.
vote1sanches wrote:no no no. You have to make sure you have a sealed world. You cant make a box, have part of it stick through the ground, and make a building. The faces that cross will not have collision. Shaders have nothing to do with it. Shaders are for the textures. You have to make sure everything in your world is connected. Ive made maps that i forgot to make shaders in and it was all black, but it still had collision.
For example. If you wanted to add a box building to your level, you make a box, delete the bottom faces of the box, and the faces of the ground that would touch the bottom of the box, attatch the box to the ground. Then create vaces connecting the box's bottom verteces to the verteces of the ground.
I had this problem with my map bussacap.
What sanches said was a good example of co planar faces. Listen to what he said.
N\A