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Invis. Walls Found!

Posted: Sat Apr 29, 2006 12:56 am
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.

RE: Invis. Walls Found!

Posted: Sat Apr 29, 2006 8:25 am
by Teancum
awesome! I really needed this.

RE: Invis. Walls Found!

Posted: Mon May 01, 2006 3:52 pm
by Dark_knight
sounds like a barrier, but also quite useful in some maps

RE: Invis. Walls Found!

Posted: Mon May 01, 2006 4:40 pm
by Teancum
Sweet, I totatally forgot about this thread. :lol: I'l lbe putting these in cloud city.

RE: Invis. Walls Found!

Posted: Mon May 01, 2006 5:03 pm
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.

RE: Invis. Walls Found!

Posted: Tue May 02, 2006 7:39 am
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.

RE: Invis. Walls Found!

Posted: Tue May 02, 2006 8:55 am
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?

RE: Invis. Walls Found!

Posted: Tue May 02, 2006 9:14 am
by Epena
Awesome!! These will really help alot!

RE: Invis. Walls Found!

Posted: Tue May 02, 2006 9:23 am
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?

Posted: Tue May 02, 2006 10:32 am
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

Posted: Thu May 04, 2006 2:32 am
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.

Posted: Thu Jun 01, 2006 9:47 am
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:

Posted: Thu Jun 01, 2006 11:22 am
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 ^_^

Posted: Thu Jun 01, 2006 11:45 am
by EraOfDesann
How did I miss this thread? Great find Big_rich! I'll be using these.

Posted: Thu Jun 01, 2006 11:48 am
by ARC_Trooper
Well, That will be useful on the Utapau (V 1.5) :wink:

Posted: Thu Jun 01, 2006 11:48 am
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 ;)

Posted: Thu Jun 01, 2006 1:30 pm
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!

Posted: Thu Jun 01, 2006 2:58 pm
by Big_rich
what would you put in the option? -alpha (color)?

Posted: Thu Jun 01, 2006 3:12 pm
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)

Posted: Thu Jun 01, 2006 3:56 pm
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!