Gamestudio Links
Zorro Links
Newest Posts
Executing Trades on Next Bar Open
by Zheka. 06/20/24 14:26
Lapsa's very own thread
by rki. 06/19/24 11:27
A simple game ...
by VoroneTZ. 06/18/24 10:50
Face player all the time ...
by bbn1982. 06/18/24 10:25
Zorro Beta 2.61: PyTorch
by jcl. 06/10/24 14:42
New FXCM FIX Plugin
by flink. 06/04/24 07:30
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
0 registered members (), 571 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
squik, AemStones, LucasJoshua, Baklazhan, Hanky27
19060 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Passable blocks VS Non-passable blocks that aren't #134511
06/07/07 14:49
06/07/07 14:49
Joined: Oct 2006
Posts: 179
ExtraCortex Offline OP
Member
ExtraCortex  Offline OP
Member

Joined: Oct 2006
Posts: 179
I have some 3 or 4 blocks in my huge map that are passable without having that option selected or any action that doest it..

The action that makes the player walk in the walk template from A5.

What am i doing wrong?

I'm getting errors like SURFACES TOO BIG or VERTEX OUT OF PLANE, but in different blocks than the passable ones.

Is there anyway to correct this errors like Valve Hammer does? Do they have anything to do with the passable blocks?

Re: Passable blocks VS Non-passable blocks that aren't [Re: ExtraCortex] #134512
06/07/07 15:45
06/07/07 15:45
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Usually, blocks becomming passable is because they are too small or too large.

Surface too big means exactly that. The surface is too big for shaded lighting. You can either switch it to flat-shaded, and have no shadows. Or, you can divide the block into smaller sections...


xXxGuitar511
- Programmer
Re: Passable blocks VS Non-passable blocks that ar [Re: xXxGuitar511] #134513
06/07/07 18:25
06/07/07 18:25
Joined: Oct 2006
Posts: 179
ExtraCortex Offline OP
Member
ExtraCortex  Offline OP
Member

Joined: Oct 2006
Posts: 179
Quote:

Usually, blocks becomming passable is because they are too small or too large.

Surface too big means exactly that. The surface is too big for shaded lighting. You can either switch it to flat-shaded, and have no shadows. Or, you can divide the block into smaller sections...




That's weird, since i have larger blocks that are not passable.
I'll try it anyway, thanks for the hint


By the way, is there anyway to cut a block in two, without having to carve with another block? Like a knife tool for example.

Re: Passable blocks VS Non-passable blocks that ar [Re: ExtraCortex] #134514
06/07/07 18:29
06/07/07 18:29
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Unfortunatly, no... A knife tool has been requested before, but to no luck

Hopefully your block is simple (like a cube), because then you can just duplicate it and use vertex tools to move the two edges to meet.


xXxGuitar511
- Programmer
Re: Passable blocks VS Non-passable blocks that ar [Re: xXxGuitar511] #134515
06/07/07 18:45
06/07/07 18:45
Joined: Oct 2006
Posts: 179
ExtraCortex Offline OP
Member
ExtraCortex  Offline OP
Member

Joined: Oct 2006
Posts: 179
Only one of the 4 block is a simple cube

I hope A7 gets better, because A6 WED really s*cks.. :/


Thanks for the help!

Re: Passable blocks VS Non-passable blocks that ar [Re: ExtraCortex] #134516
06/08/07 07:11
06/08/07 07:11
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline
Member
ACKNEX007  Offline
Member

Joined: Jun 2007
Posts: 236
acknex.exe
lol..

A6 WED is not bad !!

Re: Passable blocks VS Non-passable blocks that ar [Re: ACKNEX007] #134517
06/08/07 08:33
06/08/07 08:33
Joined: Oct 2006
Posts: 179
ExtraCortex Offline OP
Member
ExtraCortex  Offline OP
Member

Joined: Oct 2006
Posts: 179
No..?

Yesterday i spent 3 hours trying to solve a problem that made my scripts not to work well (template scripts).

I found out that changing the model's order in the object list in WED can affect the way the script is executed.. WMP structure or WED problem, it really sucks.. 3 hours spent for a bug.. and i only 2 hours now to finish this project


Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1