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Godzi
17th Aug 2000, 10:21 AM
I Have made a map, but in one of the open rooms in the map, it looks normal in the editor, but when i test the map in UT, it is like a invisible wall that i cant go trough. when i shoot at it with the shock rifle, the shot stops at the invisible wall, and when i towards the invisible wall, and go around it, i go in a circle, so it looks like it is some kind of invisible cylinder. And in unrealEd i see nothing.

What should i do???

eh
17th Aug 2000, 10:50 AM
That totally sux that happened to me I quit the whole project. When I wrote in the forum they said to put your level in zones, if nothing works try and buid aound that room, mabye even copy the whole stucture and put it somewhere else on the grid, that tottaly sux though.

Godzi
17th Aug 2000, 11:11 AM
but, does that happend often? This was my first map.. I hope that does not happend every time I start making a map..

Phragmites
17th Aug 2000, 11:15 AM
zoning your level is a good idea once youve got the basic geometry in place. also, when youre creating two subtracted brushes that meet, always intersect. similarly when youre creating two added brushes that meet always deintersect. that makes the geometry a bit easier for the engine to keep track of.

you might also try the trick of almost, but not quite touching a decorative object to the floor/wall/celing/whatever. get it to 1 unit (or less with 'snap to' off) before you place it. that reduces bsp cuts and makes the geometry a bit more simple for the engine as well.

oh, and it'll happen in every map you make. sometimes worse, sometimes... er... not worse. using the tricks above should help make it less of a problem.

Godzi
17th Aug 2000, 11:44 AM
I am new to UnrealEd.. how do i zone my level?:)

8-4-7-2
17th Aug 2000, 02:24 PM
Just build a sheet that completly covers the entrance to a room or a hallway (simply an area). Now select "add special" and mark "zone portal" and "invisible". Then add it. That's all. To equip the zone with certain attributes (like water, LowGrav or fog...) just use one of the ZoneInfos. But that's not necessary to speed the map up!

For example a pool of water or a skybox is a zone!

Godzi
17th Aug 2000, 05:38 PM
I have seen those portals in room entrancer in other levels, but.. why do they help against that "invisible wall" problem that i have?

eh
17th Aug 2000, 07:16 PM
Unreal ed is a screwy thing it messes up like that sometimes and doing weird stuff like that gets it to work. But this does not happen often luckely.

Phragmites
18th Aug 2000, 05:20 AM
you want to place zone portals in hallways, etc, as 8-4-7-2 mentioned so that the engine can pay less attention to the geometry of other zones in your level that you cant see from where you are. (it still has to render the bits of another zone that you can see through your hallway, though). that improves the overall speed of the level, and can result in reduced geometry errors because the engine can break up the level into smaller, less complex, pieces, which might get rid of your invisible wall error.

ok, its not a blind-you-with-science explanation, but thats the jist of it.

of course it might not help fix the error you have, but its a good thing to do just the same.

Godzi
18th Aug 2000, 08:41 AM
Ok! Thanks! :redeemer:

Jenkins
18th Aug 2000, 11:26 AM
I've noticed it happens when sloppy geometry is in place.

Jenkins
http://www.unreality.org/nukefus/

RFairey
19th Aug 2000, 08:27 AM
I got this problem as well, and it is the cylinder shape you describe, about 256 units in diameter and about the same in height. Nothing in the editor, no HOM, just a barrier you can't remove and can see nothing that may have caused it. Luckily, it was in an are the player can see, but not get at without cheating. I imagine it could be a real pain if it was in your corridor. As for moving the map on the grid, I have often had to move all my level geometry to a completely new file, anything to keep my map alive!
:flak:
:instagib:
:trans:

Slick_Willy
19th Aug 2000, 08:01 PM
This has happened to me twice and here is a solution that might help. If you notice the object is round like mentioned above then it might be a screwed up actor that you can't see in the editor. He is a trick I learned to detect it. First see if you can get on top of whatever is there. Once in place hold down crouch or walk and see if you can move. If you can then you know it is a bsp problem and you should look at your geometry. If you can't move then you know you are standing on top of the collision zone of an actor. Go back into the editor and put your actor view on Radii View. And do a select all and that will select everything in your level. Look closely at the area in question as see if you see a red ring with nothing at the center. The red ring is an actor's collision area. If you do see this then you will need to delete it. In UED2 you can draw a box around the area in question and try to select it. If using UED1 you can move the builder brush into position and do a select all actors inside brush. This has happened to me twice and once in another persons map when I was trying to figure out the same problem in his. I've noticed it happenes after randomly adding meshes and stuff to see how they look or whatever. The latest one was a Tree9 that didn't show up in the editor but the collision area was still there. Another time it was war head ammo but that didn't cause a problem other than it was a Nav point and it drew a path to it and I couldn't figure out why there was a path there.