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Touchable wall


  
 
 
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SirLamer
Senior Member
Join Date: Oct 2008
Old 02-11-2009 , 17:31   Re: Touchable wall
Reply With Quote #7

You could remove something LIKE a wall if it's loaded into the map as an entity. This is sometimes done to reduce geometry and lighting complexities for performance reasons, or because the wall is intended to be manipulated as part of the gameplay. This is also a lazy but inefficient way some mappers use to make custom model objects for a map when they should be built using modeling software as would be done for a character model.

Here is an explanation of how embedded model objects are handled. The mapper builds the object and places it in the space of the map somewhere, then flags it as an entity object. When compiling the map, the engine places the object in the original place for lighting references and stuff, but it's not truly stored or physically associated with that area. What exists in the map file is the model object in a cache-like limbo space and an instruction that the model should be spawned at the original location. However, only the server actually looks at any of the entity objects. It then tells the clients to place the model where it should go. The client machine performs no sanity check and blindly obliges, even though it technically has the same entity-placing information available.

So, this is what allows a mod like SourceMod to manipulate entity objects in the games. It can spawn them and move them and do all kind of things that violate the original design of the map, because the client machines are very obedient to the server's commands.

However, for a custom object like a door or special wall and even an invisible wall-like object, it must have been compiled into the map to use as a model. You could then have SourceMod spawn 1000 of those doors all over the place, though you would notice that they all would have identical lighting on them as per the original location during compile. However, you cannot create a collision object from nothing, since the collision system as designed assumes very complex geometries could occur and requires the collision geometry to be pre-compiled into the map.

Last edited by SirLamer; 02-11-2009 at 17:35.
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