Having issues with walls that have no collision.

Discussion in 'Content Creation' started by Raptor717, Sep 6, 2017.

  1. Raptor717

    Raptor717
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    So, i'm trying to make my first map, and i have walls, but i can drive right through them. How do i fix this? screenshot_00070.png

    This goes for all the walls,i have this one selected though.
     
  2. DuneWulff

    DuneWulff
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    Go to collisiontype in the menu and change it from "Collision Mesh" to "Visible Mesh".
    EDIT - this comment was useless because you already did that :p
    Double edit - apparently this comment was useful after all ;)
     
  3. Raptor717

    Raptor717
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    Thanks! they weren't updating while i had the map editor open. I appreciate your help, it means a lot!
    --- Post updated ---
    I have a new issue. The bottom half of my skybox is pink. My sunsky file is still there, so i don't know what the issue is. Any thoughts?

    screenshot_00072.png
     
    #3 Raptor717, Sep 6, 2017
    Last edited: Sep 6, 2017
  4. bob.blunderton

    bob.blunderton
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    THELEVELINFO has a fix for your map. You'll find this in your map in the F1 object editor. It exists in all the game-default maps. Type THELEVELINFO into the search box on the right-side pane to find it, then click it.
    If your map does not already have one, add one to the scene. Library tab>level>level>level info (double click). Don't forget to tab back to see it.
    14th line from the top of THELEVELINFO object properties is a field called CLEARCANVASCOLOR
    Make it something besides pink like this (paste without quotes!) "210 222 246 255"
    You should also make your fog something similar in color, so if you make use of the FAR VIEW PLANE line (value is in meters), the map objects will fade out until they're cut-off at the far view plane.
    You can experiment what color you like best on it (either fog or clear canvas color). You could make it match the color of your WATERPLANE if you have one, or your terrain color that's near the edge of the map. Or make it match your ground plane.
    A good far view plane distance is one that will allow most players to keep 45~60+fps in all areas.

    You can use my Tail of The Dragon or Roane County map to help.
    Use ECA BACKDROP objects if you need mountains around your map. Leave them default size don't try to resize them (sometimes it does work, you can try, hit CTRL+Z to undo if they disappear when resizing).

    Objects without a built in COLMESH object embedded in them, have to use VISIBLE MESH for collision and skid-decals.
    An example of this is the JRI_BRIDGE_O1.dae from JRI map. It doesn't have a built in collision mesh.
    Try not to over-use mesh roads either (though they make great walls, I practically pioneered that idea, it wasn't used much before me), they do really tank the frame-rate when appearing in large numbers.

    Read up on the something about roads thread if you need help forming roads on your terrain.

    --Good luck & always have a person able to privately test your map before you release it. Also, check your console or beamng.log files for any errors you might miss or not sure about.
     
  5. Raptor717

    Raptor717
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    Thank you for the response, i appreciate it. I don't use mesh roads as i don't like how they work with terrain and i don't like the look. I have somebody as well who can test before i launch. Thanks.
     
  6. bob.blunderton

    bob.blunderton
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    Oddly, as it sounds, they make terrible roads, so yes it's good you don't rely on them. They do make good custom bridges and guide-rails though, at the expense of FPS if you rely on them too heavily though. --Best of luck!
     
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