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 Post subject: Making proper glass
PostPosted: Fri Feb 20, 2009 8:37 am 
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I have a question on glass that I am hoping someone can answer. I am running a map (DeadCityREMIX[Beta1]) on my server and I'm having an issue with a glass enclosure. You have to move to update any new monsters that have been spawned on the other side so you can see them. I've tried multiple things but any sort of glass solid/semi/non blocks all new monsters spawned until you move a little. I know I explain for crap but if you try the map, immediately take the teleport and you'll see what I mean.

Now I tried this with the glass removed (tagged invisible) and it worked but visually the effect sucked in game. Can I have both worlds? What am I doing wrong? I swear I've read every glass tut there is!

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PostPosted: Fri Feb 20, 2009 12:36 pm 
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Monsters rarely ever replicate very well between solid glass. When playing online, it pretty much assumes a solid brush is always a wall, so anything on the other side, does not replicate. (This is because the room on the other side is considered a different Zone.)

There are two things that I'd pick between for this issue:

1. Make it so your invisible collision hull does NOT touch any of the surrounding walls. Leaving open areas between the edges of this and the rest of the walls will cause the Zones to combine into one Zone which will allow the monsters to fully replicate.

OR

2. Use BlockAll actors instead of an invisible collision hull. This would combine the two zones like above, which would allow full replication.

The engine usually tries to replicate a minimum amount of things if they are in different Zones than the player. This is pretty much the main reason why Zoning out maps is a good idea for map optimization.


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PostPosted: Fri Feb 20, 2009 4:08 pm 
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Rex, you don't know how much I appreciate your well-articulated replies.

I had went down the road of zones early this morning. It seemed to me to be a likely explanation. I moved the "observation deck" to inside the brush of the main room to see if that helped, thinking perhaps I could piggyback on the established bsp zone of the room. I was careful not to touch the main room brush but this didn't help it at all. It would appear exactly like you say it is: the engine is trying to disregard things on the other side.

Now I wonder, is this something that I could mod to fix, or is this "occlusion" part of the source code?

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PostPosted: Fri Feb 20, 2009 6:58 pm 
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Location: England: Land of Harry Potter and TRUFFLES!
As far as I know occlusion is an integrated thing of all game engines, it's a fucntion to make things disspear so that rendering times won't take as long. It can't be touched at all as far as I know.
If you are using the typical full size sheet with smaller semisolid collision hull, and that won't work, have you tried adding the sheet as a regular solid? If that doesn't work then you can probably just make it a few units off.
If you have multiple windows, you'll also have to only make one smaller, as the zone will "leak into" whole room until it hits another zone portal.
If you're buidling a map and you're gonna have the 2 points connect, I would just recommened waiting until it's done like that, as I think the problem will fix on its owns accord, as the 2 places will be classed as 1 zone unless there are zone portals put in somewhere deliberatly.

I'm only going from a general mapping POV though, I hardly know anything about AI in the game, and next to null with the same on monsters.

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PostPosted: Sun Feb 22, 2009 12:01 pm 
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<GF>-REX!! wrote:
There are two things that I'd pick between for this issue:

1. Make it so your invisible collision hull does NOT touch any of the surrounding walls. Leaving open areas between the edges of this and the rest of the walls will cause the Zones to combine into one Zone which will allow the monsters to fully replicate.

OR

2. Use BlockAll actors instead of an invisible collision hull. This would combine the two zones like above, which would allow full replication.

There's a third possibility. Instead of sheet and semisolid, you can use a mover with InitialState=None. The problem is that, online, monsters and bots "see through" movers.


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PostPosted: Sun Feb 22, 2009 12:22 pm 
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Yeah I read about that way also, but it won't work given the situation I need to address. As I dig into this issue, I'm finding more and more that it's not so much glass as it is rendering.

Additional discussion:
http://forums.beyondunreal.com/showthre ... ost2255499

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PostPosted: Fri Jun 05, 2009 12:27 pm 
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glass is a painful thing to think about for mh :noes:

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PostPosted: Mon Jun 15, 2009 10:32 pm 
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gopostal wrote:
Rex, you don't know how much I appreciate your well-articulated replies.

I had went down the road of zones early this morning. It seemed to me to be a likely explanation. I moved the "observation deck" to inside the brush of the main room to see if that helped, thinking perhaps I could piggyback on the established bsp zone of the room. I was careful not to touch the main room brush but this didn't help it at all. It would appear exactly like you say it is: the engine is trying to disregard things on the other side.

Now I wonder, is this something that I could mod to fix, or is this "occlusion" part of the source code?

Here's a smart-ass trick I use: Make a tiny brush-maybe 2x2xdepth-and subtract it out of the side of the glass facing the zone. Makes it so it's detected as another zone. I discovered this when I left a little gap in my ground and accidentally flooded my entire map... :lol:

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 Post subject:
PostPosted: Tue Jun 16, 2009 1:59 am 
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zacman wrote:
Here's a smart-ass trick I use: Make a tiny brush-maybe 2x2xdepth-and subtract it out of the side of the glass facing the zone. Makes it so it's detected as another zone. I discovered this when I left a little gap in my ground and accidentally flooded my entire map... :lol:

:lol: There's a leak in the world! :lol:
Actually, there's this little mod I got long ago where one can play any map one has underwater! :naughty:

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 Post subject:
PostPosted: Thu Jun 18, 2009 1:40 am 
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Flatus wrote:
zacman wrote:
Here's a smart-ass trick I use: Make a tiny brush-maybe 2x2xdepth-and subtract it out of the side of the glass facing the zone. Makes it so it's detected as another zone. I discovered this when I left a little gap in my ground and accidentally flooded my entire map... :lol:

:lol: There's a leak in the world! :lol:
Actually, there's this little mod I got long ago where one can play any map one has underwater! :naughty:

Yeah it's made bu UsaAr33, same guy who made Oldskool :)

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