invisible wall that doesn't exist

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invisible wall that doesn't exist

Postby Justintime9 » Wed Nov 12, 2008 4:50 am

I'm almost done with the next room of my age, but I've run into a rather annoying problem :P. At the back of my Library, there's a doorway to a backroom with a lamp, and armchair. For some reason, even though the doorway is large enough for an avatar, my avatar can't go in! I've checked all the layers for anything that may obstruct it, as well as inspect the doorway object for extra verts, lines, or faces, but there's NOTHING that should be obstructing it! Any Ideas?
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Re: invisible wall that doesn't exist

Postby GPNMilano » Wed Nov 12, 2008 5:24 am

I've had an issue like this before Justin. First check not only your layers but your other scenes as well. If you have multiple scenes from importing blend files into each other, if they have a page number attached to the object, it may export that object as well.

Also check in your dat folder for any prps that aren't supposed to be there. If you delete an age but miss a prp, that prp will sometimes attach itself to every age thats loaded in Uru, because of its page number, and stick around with you till its deleted.

As well, your doorway itself may still be causing the problem. Even though you can set the properties of your floors, walls, and doorways to have static meshes and act as colliders, it's best not to, as the object's coordinates are stored in its drawable spans, unless the actor button is set. This will sometimes interfere with the static triangle mesh property, and cause problems like stairs and doors having colliders when they're not supposed to. (like trying to walk down a set of stairs, but instead you walka cross thin air.) For this reason its best to have separate colliders then the actual drawables of your age.
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Re: invisible wall that doesn't exist

Postby D'Lanor » Wed Nov 12, 2008 5:38 am

If the doorway was cut out of the wall you may want to change the collision type for the wall. Static triangular mesh works best for arbitrary shapes.
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Re: invisible wall that doesn't exist

Postby Justintime9 » Wed Nov 12, 2008 1:37 pm

well, the doorway was cut out of an object, but I always make all my objects static triangle mesh anyway, so it's already that :P
It would make sense if that was the problem tho...
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Re: invisible wall that doesn't exist

Postby Justintime9 » Thu Nov 13, 2008 1:52 pm

GPNMilano wrote:I've had an issue like this before Justin. First check not only your layers but your other scenes as well. If you have multiple scenes from importing blend files into each other, if they have a page number attached to the object, it may export that object as well.

Also check in your dat folder for any prps that aren't supposed to be there. If you delete an age but miss a prp, that prp will sometimes attach itself to every age thats loaded in Uru, because of its page number, and stick around with you till its deleted.

As well, your doorway itself may still be causing the problem. Even though you can set the properties of your floors, walls, and doorways to have static meshes and act as colliders, it's best not to, as the object's coordinates are stored in its drawable spans, unless the actor button is set. This will sometimes interfere with the static triangle mesh property, and cause problems like stairs and doors having colliders when they're not supposed to. (like trying to walk down a set of stairs, but instead you walka cross thin air.) For this reason its best to have separate colliders then the actual drawables of your age.


Well, I don't know what you meant by scenes, and I don't ever use more than one page... so that couldn't be the problem... It looks like it's most likely the colliders, but it's already set to Static triangle mesh, so I don't know what's the problem...
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Re: invisible wall that doesn't exist

Postby GPNMilano » Thu Nov 13, 2008 2:47 pm

Justintime9 wrote:It looks like it's most likely the colliders, but it's already set to Static triangle mesh, so I don't know what's the problem...


Do you use separate colliders for your ages, or do you just give all objects in your age that need a collider a static triangle mesh?
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Re: invisible wall that doesn't exist

Postby Justintime9 » Thu Nov 13, 2008 7:21 pm

I make all my solid objects a static triangle mesh... I didn't know there was annother way. :)
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Re: invisible wall that doesn't exist

Postby GPNMilano » Thu Nov 13, 2008 8:01 pm

Justintime9 wrote:I make all my solid objects a static triangle mesh... I didn't know there was annother way. :)


There is. For some reason sometimes an object needs a separate collider for it, rather than just giving the object a static triangle mesh. For instance stairs can cause problems if its not a separate collider. The effect is of the avatar "walking on air"

What I would suggest is that you remove the static triangle mesh from objects that your avatar has problems with, like your doorway. Duplicate the object, and remove its materials etc.

In the logic panel, add a string with the name "type" and then "collider" and give the new object a static triangular mesh. This will cause pyprp to export the object as a collider. This is how Cyan does it, all of their objects have colliders separate from the actual object that the avatar is to collide with. This is why on occasion you'll find areas like the back of Relto, that you can't get to. Its a collider around the area.
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Re: invisible wall that doesn't exist

Postby Grogyan » Thu Nov 13, 2008 8:31 pm

Another thing to check for is an object without visible vertices, which I have come across especically anoying seeing that its the object centre that holds all information of an object. Granted I had the experience with Blender 2.45, and i've learned my lesson(s)


The only way to check for it is to select every object in turn in the outliner and look for a pink dot without any edges or vertices (aka a mesh)
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Re: invisible wall that doesn't exist

Postby Justintime9 » Fri Nov 14, 2008 4:08 am

How would I make the wall invisible?
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