Invis. Walls Found!

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Big_rich

Invis. Walls Found!

Post by Big_rich »

I found a object that will act as an invisible wall. It's called:

com_inv_col they are in your common odf's folder.

Most of you might know this, some of you might not. But I hope this helps someone. I stumbled onto them on yavin world1. You need to place them somewhere on the map then select them to see them. But they are there and they do, in fact work.
Last edited by Big_rich on Sat Apr 29, 2006 9:05 am, edited 2 times in total.
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Teancum
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RE: Invis. Walls Found!

Post by Teancum »

awesome! I really needed this.
Dark_knight

RE: Invis. Walls Found!

Post by Dark_knight »

sounds like a barrier, but also quite useful in some maps
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RE: Invis. Walls Found!

Post by Teancum »

Sweet, I totatally forgot about this thread. :lol: I'l lbe putting these in cloud city.
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RE: Invis. Walls Found!

Post by [RDH]Zerted »

Forgot about after 2 days? Does this invisible wall block everyting such as units, weapons, and vehicles? Many of the glitches in the game are created by breaks in some invisible barrier or wall. Just be careful where you place them and make sure they line up.
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RE: Invis. Walls Found!

Post by Big_rich »

no, it's not a barrier, like in the ZE barrier, these auctually stop the player. I haven't really tested them with vehicles yet. I just put a few down and hit my head on them a few times to make sure they worked before posting about them. I will test a few tonight. I noticed there are diff ones. com_inv_col_16, com_inv_col_32, com_inv_col_64. For diff sizes. and they stop vehicles and people, not weapon fire.
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RE: Invis. Walls Found!

Post by Teancum »

They show up as a cube for me. How do you know there the actual wall is, or is it the cube itself?
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RE: Invis. Walls Found!

Post by Epena »

Awesome!! These will really help alot!
CarbineImpulse

RE: Invis. Walls Found!

Post by CarbineImpulse »

is it possible to discover what properties of these objects enable them to be invisible and would it be possible to apply it to current existing models?
Big_rich

Post by Big_rich »

they are the auctual cube that makes the wall. So you can basically use diff size cubes to make a wall/barrier. There is an ordance collision line in the odf, so it will prob be possible to add that to the "cube". I'll figure it out and post my findings. humm there are also diff msh in the msh folder for them. Ones with the com_inv_col16ed.msh and others with com_inv_col16.msh. Maybe try calling diff ones in the odf, or create new odf's calling the diff msh's might produce a diff result. maybe a true wall instead of a cube? Again, I'll mess with it and post the results.

You can just place them behind exiting objects and it doesn't seem to cause any collision problems,i.e. texture cuting/ flickering. So if you have an object without built in collision, just use these as your collision. ALso you can use these for those terrain problems, where you go through the mountain, by making it too thin/sharp.

edit: The other msh don't seem to change the shape or type of invis cube. But I didd find out that if you omit the ordinance colison line the shots do stop at the invis wall
Emraz

Post by Emraz »

Diet Dr. Pepper sorry guys Ive been using these since my first map ever since Delinquent showed me them. They are amazingly useful and come in different sizes they also stop everything.

They are difficult to use as whe placed u cant see them unless u highlite them and can be fidely. The best example in the actual game of how difficult they are is in Mos Eisley where they arent placed properly and jet troopers can fly over walls especially by cp1.
Tohron

Post by Tohron »

One question: what do the numbers next to the names mean? Do they say what the side length of the (square?) walls is? If so, could you compare side length '8' with an object ingame for reference purposes?

EDIT: Really sorry about the bump, I misread the date of the last post :oops:
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Post by JabbaLovesLava »

Well, you are in luck because the thread wasnt 1 month old yet :D Last post before yours May 4th, your post, June 1st. 3 more days and you would've been in trouble ^_^
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Post by EraOfDesann »

How did I miss this thread? Great find Big_rich! I'll be using these.
ARC_Trooper

Post by ARC_Trooper »

Well, That will be useful on the Utapau (V 1.5) :wink:
Murdocr

Post by Murdocr »

BTW if anyone is in need of one shaped differently, you can make them by simply making a model in xsi and then hiding them. very useful for steep stairs ;)
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Post by Teancum »

Another way to make a wall is to simply create a big huge 2D wall in XSI, then when you export it, make sure you allow for alpha channels. In ZeroEdit it will look solid. Then before you munge, create an alpha channel for the assinged texture and make the alpha solid black. POOF! Invisible!
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Post by Big_rich »

what would you put in the option? -alpha (color)?
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Post by Teancum »

The msh has to be exported with the ability to use an alpha. Then you just create an alpha channel for the texture in Photoshop, GIMP, or Paint Shop Pro (you need a decent photo/texture editor)
Big_rich

Post by Big_rich »

ahh cool. Now I understand. I just noticed that you could assign some border alpha via a tga option file. Just wanted to clarify. thanks!
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