Free Models and Media / Free invisible wall. [You can see in editor]

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rolfy
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Posted: 21st Apr 2014 05:34 Edited at: 21st Apr 2014 07:21
I noticed a thread which requested an invisible wall, but had issues with placing in the editor as it cant be seen. I reckoned it could be done using LOD levels, so here it is



You have to change the distance for LOD_1 after placing these but it's not difficult and only needs to be done once, after you finish placing all your walls in your game would be best. But you can switch it on and off at will if it suits you and your comfortable with it.

I am sure a way to draw these barriers will be introduced sometime but these may be handy for some just now who don't want a player having access to the entire map



Put the invisible wall folder into entitybank.

Press 'b' twice before starting to place these to snap them together, making it quicker and easier on yourself.

If you can't see the wall in editor you may have to scroll in a little for it to appear.



Instructions are included in the folder. Please make sure you read this before commenting that walls can still be seen in game



Required screenshot of invisible wall.







Personally I would simply swap out an opaque texture for a transparent one at build without messing around like this, but for those who don't know how to create these this may be of help for now. Still, being able to switch it on and off simply by changing distance for LOD_1 is kind of cool
TattieBoJangle
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Posted: 21st Apr 2014 12:22
Nice rolfy i can now stop using mines as i was losing walls all over the place





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MadLad Designs
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Posted: 21st Apr 2014 18:10
Rolfy wrote: "Required screenshot of invisible wall."




Nice.

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xplosys
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Posted: 22nd Apr 2014 00:11
I can't see it, but thanks.

If my post seems rude or stupid, don't be offended. It's just a failed attempt at humor.
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rolfy
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Posted: 22nd Apr 2014 00:30 Edited at: 22nd Apr 2014 01:14
Quote: "I can't see it, but thanks."


Now you know I have to ask....do you mean in the editor or in game? Or are you referring to the screenshot, which is in fact a perfect representation of the media



Actually finding these useful myself, it's a lot easier to change a value in the .fpe to make changes than to swap out textures. If a way is implemented to texture swap through a script I would use that but this works fine for now.
xplosys
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Posted: 22nd Apr 2014 16:18
My bad. I forgot the smiley again.

If my post seems rude or stupid, don't be offended. It's just a failed attempt at humor.
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science boy
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Posted: 24th Apr 2014 11:36
now that would be good a sort of cloaking device that deactivates to show the object when something is done. be a great idea for a little in-game game.



and another classic xplosy comment

an unquenchable thirst for knowledge of game creation!!!
Teabone
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Posted: 1st May 2014 02:52
I laughed way too hard at the screenshot of the invisible wall lol

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rolfy
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Posted: 1st May 2014 07:59
A picture says a thousand words.
zepoxi
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Posted: 18th May 2014 18:18
For some reason it doesn't seem to work for me, probably on my end. Still, changing LOD_1 does nothing.
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rolfy
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Posted: 18th May 2014 21:47
I don't think you need to worry as they have decided to introduce blocking volumes for this purpose which will do the same thing.



All the same you don't say what part isn't working for you, you have to zoom in a little for the object to be seen in the editor (LOD also works in edit mode) and it should be invisible in game

A funny thing happened on the way to the forum...
The Tall Man
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Posted: 31st May 2014 23:14 Edited at: 1st Jun 2014 00:37
A wall that is invisible because of a transparent texture will still eat up rendering resources. You could just use a simple plane (with no texture), and use a script command to hide it.



That would be virtually free as far as rendering resources (and texture memory) are concerned.
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rolfy
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Posted: 2nd Jun 2014 11:11 Edited at: 2nd Jun 2014 12:22
When I put this up there was no Hide/Show Lua commands which wont make any difference since the texture is still held in memory for that single draw call required which wont be rendering anything anyhow since its transparent, haven't tried hideshow yet so no idea if collision is present or not....whatever. I don't think a 12poly box is much to worry about concerning resources and the texture is a 256x256 that weighs in at 64k,I could have used a single pixel but didn't want to get too anal about it. Seriously though, you now have blocking volumes so use those,who knows all the same they may have 24poly's which texture or no texture might just drag your game to a standstill if you drop more than 100,000 of them into your level



Of course if I wanted to put around 500,000 of these in game I would have went with a plane like you suggest

A funny thing happened on the way to the forum...
Sparrowhawk
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Posted: 10th Jun 2014 19:49 Edited at: 10th Jun 2014 20:09
Edit:



My post was fairly pointless, I managed to find the answer...Thanks anyway



Edit 2:

Don't suppose anyone has a script which does the blocking zone thing?

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d4rk001
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Posted: 21st Jul 2014 13:23 Edited at: 21st Jul 2014 15:56
Thanks!
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bburgess
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Posted: 17th Mar 2015 01:56
Hi rolfy

Is this still available mate?

Cheers
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Pirate Myke
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Posted: 17th Mar 2015 06:04
The attachment is in the first post still, even thou the picture of it is not there. Try clicking in the blank attachment box. It will download it to you.
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bburgess
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Posted: 17th Mar 2015 09:35
Thanks Pirate Myke however I am only getting a 206.htm, and as expected that takes me back to the original post.

Its cool I will attempt to make my own
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Errant AI
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Posted: 17th Mar 2015 10:13
Try it again now. There was an issue which was resolved.
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The Storyteller 01
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Posted: 18th Mar 2015 11:26
Quote: "Required screenshot of invisible wall."
That's the spirit!

And thanks for this much needed tool.
In case you find my grammar and spelling weird ---> native German speaker ^^
bburgess
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Posted: 19th Mar 2015 10:53 Edited at: 19th Mar 2015 11:10
Errant AI Out [MOD EDIT - Please do not use profanity] Standing mate thank you!!

Yep its working fine
Thanks so much!!
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Errant AI
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Posted: 19th Mar 2015 11:08
Don't thank me. Thank Rolfy for providing this and The Next for fixing the forum derp
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bburgess
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Posted: 20th Mar 2015 08:20
Errant AI, Hi again mate

Do you know any body who has this working please?

I have it in the editor, and the walls are working fine, however in the how to use txt it states:

Open the .fpe in

Files\entitybank\invisible wall

and change the following LOD setting:

FROM THIS:

;LOD System
disablebatch = 1
lod1distance = 5000
lod2distance = 50000

cHANGE TO:

;LOD System
disablebatch = 1
lod1distance = 1
lod2distance = 50000

I am unable to find this in any .fpe file

So I have the walls in game but can not seem to make them see through.
Cheers
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rolfy
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Posted: 20th Mar 2015 16:52
The file is 'Invisible wall.fpe ' open with notepad.
bburgess
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Posted: 21st Mar 2015 10:07 Edited at: 21st Mar 2015 10:08
rolfy thanks for the wall !

Ok I installed it through the software, should I have just dumped it into the user folder?

I am off to try that and see if it works, as I have been through the .fpe files and it is in your original download but not in the game generated files.

Thanks again.
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rolfy
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Posted: 21st Mar 2015 18:10
Change the fpe LOD settings before building standalone and it should work out fine.
bburgess
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Posted: 22nd Mar 2015 09:52
Hey rolfy

Ok dumped your folder into the entity bank and placed the wall, then saved the game in GG, then changed the .fpe, created a stand alone, then the Game CTD with a message unable to read line 19xxxxxx, I assueme I am missing something.

These are the files in the stand alone game entity bank folder.

_e_invisible_d.dds
_e_invisible_wall.dbo
invisible wall.bin

Cheers
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rolfy
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Posted: 22nd Mar 2015 19:57 Edited at: 22nd Mar 2015 20:01
Just checked and working for me.
Step by step:

Open GG
Place walls and save map
Close GG
Open invisible wall.fpe in notepad
Change Lod setting, lod1distance = 1 and save
Open GG and load map
Save standalone.

If this doesn't work for you let me know
bburgess
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Posted: 23rd Mar 2015 07:54
Hi again rolfy

Well followed your steps, the game ctd, so I placed the .fpe file into the stand alone game and it did not crash, however the walls did not work either.

Done this 3 times now, the walls are placed and show in the GG Edit window, After a restart with the .fpe changed the walls are not showing in GG.

And do not stop me in the Stand alone

Thank you for all your help with this.

Cheers
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Nevin
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Posted: 21st May 2015 01:51
Wow, so easy.. Thanks rolfy.

I'm new here, but seen your name around a bit. Now I know why.
bburgess
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Posted: 23rd May 2015 12:58
@Nevin its been easier to use a Trigger Zone now as there is no placement of walls, jsu drop a zone and drag the stars much faster! See the steam boards for info mate.
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bburgess
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Posted: 23rd May 2015 12:59
Shame you can't edit here. I forgot t mention, it even lets you tell the player WHY they are unable to leave the zone!
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Timba
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Posted: 3rd Jun 2015 17:24
Great. I have a 2 story house i'm working on and i didn't want to player to jump off the second floor balcony and skip a section of the story.
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