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Can I make .wmb map entities invisible? #289706
09/15/09 01:18
09/15/09 01:18
Joined: Aug 2005
Posts: 119
Madison, WI
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JakeL Offline OP
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JakeL  Offline OP
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I could have sworn this worked before lite-c.

I tried the INVISIBLE flag and the inverse SHOW flag.

I can get it to be invisible buy setting it to TRANSLUCENT and setting its alpha to 0, but that doesn't seem right. It still renders polys and I don’t want that.

What I am trying to do is to make a collision bounds for a model level because the poly collision is dodgy. So before I went crazy I made a simple cube built to .wmb and then imported into my level. That’s when I realized I couldn’t make it invisible.

I could try to just build blocks in the level with the NONE flag, but I don’t want the lighting of the models in my level to be affected by the compiled shadow map. Any ideas?


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Can I make .wmb map entities invisible? [Re: JakeL] #289709
09/15/09 01:57
09/15/09 01:57
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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setting them INVISIBLE should work. SHOW is for panels.


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Re: Can I make .wmb map entities invisible? [Re: Quad] #289711
09/15/09 02:06
09/15/09 02:06
Joined: Aug 2005
Posts: 119
Madison, WI
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JakeL Offline OP
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Yeah, I know SHOW shouldn't work, just wanted to say what I tried.

The INVISIBLE flag works fine for models, but it does not make my .wmb entity invisible. I don’t know why…. I’ve done this before with c-script but not lite-c. Maybe .wmb entities are obsolete?


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Can I make .wmb map entities invisible? [Re: JakeL] #290060
09/17/09 04:29
09/17/09 04:29
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bart_the_13th Offline
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Why dont you set it as INVISIBLE block in the Wed itself?
It always work for me with c_move but not with c_trace...

Re: Can I make .wmb map entities invisible? [Re: bart_the_13th] #290452
09/19/09 03:20
09/19/09 03:20
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Madison, WI
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JakeL Offline OP
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JakeL  Offline OP
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Tried that, same effect.

So, you have set a .wmb entity to invisible in WED and it is actually invisible in the game? I wonder if it has to do with my version. I'm 7.70 I think. I wonder if it has been hashed out in 7.80.

Do you guys think this is a bug?


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Can I make .wmb map entities invisible? [Re: JakeL] #290454
09/19/09 04:11
09/19/09 04:11
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bart_the_13th Offline
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Well, I use A7.80 but I don't think it matters...
But now that you've mentioned it, it hits me that it does need some configuration in the build process.
In my first try, I have the same problem(I guess so) that the invisible block wasn't detected even by c_move...
But then I tried this build setting:
- Invisible==None->ON
- Create meshes ->ON
Other setting doesn't matter I guess...

Hope it helps laugh

Re: Can I make .wmb map entities invisible? [Re: bart_the_13th] #290461
09/19/09 09:08
09/19/09 09:08
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

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The INVISIBLE flag for WMB entities makes them invisible, they are not rendered. Otherwise check your script, you set a wrong flag.

But, the Invisible texture flag for a block texture behaves different, the block is still rendered, only the invisible surfaces are not rendered.

Re: Can I make .wmb map entities invisible? [Re: Tobias] #290464
09/19/09 09:53
09/19/09 09:53
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If you want a model to draw a static shadow on levelblocks,
you can also use the trick with non-rendered blocks.

Just make all sides of the block an invisible texture (non-flag),
and try to build it with a similar shape to the model.

Then the renderer creates the shadows at this position,
so it looks like the model draws shadows.

(works only with non moving models of course)

Re: Can I make .wmb map entities invisible? [Re: Damocles_] #290553
09/19/09 19:53
09/19/09 19:53
Joined: Aug 2005
Posts: 119
Madison, WI
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JakeL Offline OP
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Quote:
The INVISIBLE flag for WMB entities makes them invisible, they are not rendered. Otherwise check your script, you set a wrong flag.


set(my,INVISIBLE);

No, sorry. I did not set the FLAG wrong. The same action attached to a model makes the model invisible, as I stated earlier.

Ok, so here is what I found, just incase someone else runs into this in the future. The invisible flag will not turn .wmb entities invisible. To explain further: I find, that if I make a simple block, assign the default texture, and build it, then load that .wmb into another level I have created, then set the invisible flag to on, either by action or in WED, the block is still visible after I build and run.

If I assign the NONE flag to the faces of the block before I build it into a .wmb, then load it into a new level, the block will not be visible in the level but will still be detected for collision detection, at least for c_move anyways (thanks bart_the_13th). No need for any flag to be set.

This is exactly what I wanted because I was using a terrain for the ground and a .wmb entity for a collision hull so the player would not get stuck in complicated models or be able to climb places they shouldn’t. It worked perfectly.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Can I make .wmb map entities invisible? [Re: JakeL] #290670
09/20/09 16:44
09/20/09 16:44
Joined: Sep 2003
Posts: 929
Spirit Offline

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When I set the INVISIBLE flag the WMP entity is invisible but still has collision. I have never seen that this does not work.

NONE is not what you want, its a surface flag that makes single surfaces invisible but the WMP entity itself is still rendered, and costs rendering time.

Maybe some other setting of your entity prevents invisibility. What other flags have you set?

If the flag does not work in some special for you case should post a bug report and describe under which cisrcumstances it does not work. NIVISIBLE must work in all cases or else it would be a serious bug.


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