invisible wall that doesn't exist

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Re: invisible wall that doesn't exist

Postby Grogyan » Fri Nov 14, 2008 4:20 am

Justintime9 wrote:How would I make the wall invisible?


It happens when you delete an old object in Edit mode, as that only affects vertices/edges/faces, this still doesn't remove the object centre which contains all information about the object -> its just plain weird
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Re: invisible wall that doesn't exist

Postby andylegate » Fri Nov 14, 2008 4:23 am

If you mean a "collider" for a wall, making it not seen, do this:

Duplicate the wall by selecting the wall by Shift-D and hit enter.

You'll notice it will say you now have <whateveryounamedwall>.001, rename it to something like "Wallcollider1" or something meaningful to you.

Next, move the duplicate wall to a different layer by hitting the "M" key and selecting a layer and hitting "Ok"

Then go to that layer and select that wall. Go to the materials tab. In the box that shows the name of the Material, etc, there is a little box with a number in it (most likely 2 or more). Click on it to make the material for the duplicate Wall a "Single User". If you don't do this, when you delete the material, you'll delete it for ALL your walls that use it and you don't want that.

Once you made it a Single User of the Material.....Delete the material. This means going into the Edit Panel also and deleting it.

Next, go to the Logic Panel (purple smilley) make sure you've got the bounds set to what you want, like Triangle Mesh.

Then add a logic property. Make it a String. Under "Name:" put "type"
Under the value put "collider"

There you go, you just made a collider for your wall mesh, and it won't be visable (because you've made it a collider type). But as you can see, it's easier to make colliders BEFORE you put any material to an object.

On the Scene thing: Justin, at the top of blender, there is a drop down box. It's for Scenes. Normally, it just says Scenes, but if you import things, you can end up with other Scenes. They'll be labled like "Scene.001" "Scene.002" etc. Select those other Scenes and then X them out to delete them. You only want your one Scene.
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Re: invisible wall that doesn't exist

Postby Justintime9 » Fri Nov 14, 2008 1:53 pm

Well, I did that, and I still couldn't get through that doorway...
I don't know what else could be wrong.
Last edited by Justintime9 on Sun Nov 16, 2008 2:26 pm, edited 1 time in total.
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Re: invisible wall that doesn't exist

Postby Grogyan » Fri Nov 14, 2008 2:34 pm

I'll just keep editing this post with my findings


I just noticed what just explained as objects without vertices/edges/faces!

Circle, Circle.001, Cube.007, Plane.356

Another thing that is a big No no, you have way too many planes, its another bug that occasionally comes in that I have learned, too much geometry can cause BSP collision errors.

Make all those planes as a single geometry
Doing that has a two fold effect that is instantaneous,
1) export time will be much much shorter
2) runtime in the game will be a lot smoother, because the game works as a per object basis hence too many objects the slower it will be

Also I know that you did the lighting differently but I though this may give some performance increase as well, in the link in room with all those lamps, just use 3 lamps per side, but light map 1 set, so you'd light map Green, then Red, then Blue all separately then use stencils to blend those 3 light maps together, then you can delete all those lamps

Plane.308, Plane.209 didn't have carpet texture, so i've deleted it, as i'm just testing it out for you

Unless something else has been missed, I can't play test the Age, something about a memory over flow.


Hope this helps


I'm off to the Big Boys Toys Expo
Last edited by Grogyan on Fri Nov 14, 2008 3:09 pm, edited 1 time in total.
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Re: invisible wall that doesn't exist

Postby Justintime9 » Fri Nov 14, 2008 3:06 pm

Well, the billions of lamps is just for Lightmapping, I always delete them before exporting. :)
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Re: invisible wall that doesn't exist

Postby Lontahv » Fri Nov 14, 2008 3:34 pm

Yeah, try joining the objects that share a say, material (like all those windows) by selecting them all and then pressing ctrl+J in object mode.
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Re: invisible wall that doesn't exist

Postby Grogyan » Fri Nov 14, 2008 9:57 pm

I have had some success Justin.

I found the mesh that is causing the problem
Cube.018
This can be deleted as its superfluous
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Re: invisible wall that doesn't exist

Postby Justintime9 » Sat Nov 15, 2008 9:32 am

I added that mesh, because the backroom wasn't lightmapped correctly when it was on the same layer as the rest of the library, so I lightmapped the backroom seperately, and added Cube.018, so that it could be the other side of the wall. Without it, you will see the black, lightmapped side of the backroom, and it wouldn't look too good :D How is it causing the problem though?
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Re: invisible wall that doesn't exist

Postby Grogyan » Sat Nov 15, 2008 1:44 pm

I just don't know, but I have a hunch.

The object is a cube right?
Blender may have gotten confused when 5 sides got deleted and thought that the opposite surface was still there.

Thats the only reason I could come up with to why that happened.

So out of curiosity, how did you go about making that mesh, the one that is causing the problems?
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Re: invisible wall that doesn't exist

Postby D'Lanor » Sun Nov 16, 2008 1:20 am

Since the problem object only exists for a visual reason, can't you just remove its collision?
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