Thanks for your answers...
I tried that with "forcesimpleobstacle". But this isn't really a good solution.
Let's assume a situation like in the appendix image 1. It's not necessarily controllable.
The enemy can see me, but I can't...
At the moment I have assigned the "invisible_wall.lua" to the wall in "Main". So it's no longer visible, but the playing area is still limited.
But this is also somehow stupid, because you can't see the border. Possibly mark the border with stones?...
I also tried a script of Corno_1, with which you can use a triggerzone to limit the game area.
Unfortunately the triggerzone is faulty, because I always found a place that didn't react to the script.
For my teleporters and the rocks I created, I also used .dds files. Looks better in any case, but each file is about 12 MB in size!
I'm also not sure if this is included correctly in the FPE:
;Saved by GameGuru Object Importer v1.000
;header
desc = fp_teleporter_01
;visualinfo
textured =
textureref1 = fp_teleporter_01_color.dds
textureref2 = fp_teleporter_01_color.dds
textureref3 = fp_teleporter_01_color.dds
textureref4 = fp_teleporter_01_normal.dds
textureref5 = fp_teleporter_01_metalness.dds
textureref6 = fp_teleporter_01_gloss.dds
textureref7 = fp_teleporter_01_ao.dds
effect = effectbank\reloaded\apbr_basic.fx
I'll give it a try with .tga. Maybe the files aren't that big.
I'd like to do that with the huts I created, but I don't know how to handle the vertical and horizontal direction of the wood structure...