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legacy-s4623
06-26-2006, 10:58 PM
See below (I have updated the screenshots)
:eek:

legacy-pcmods
06-27-2006, 04:58 AM
A larger picture might help!
But if your refering to size, each end of the portal should be same in size.
But I can't really see a problem...

legacy-s4623
06-27-2006, 09:27 AM
I have made a room which look like this when I don't face the portal:
viewing location:

/ <-Viewing angle
me
----------- <-Zone portal Sheet



http://static.flickr.com/73/176227405_a440fa58d0_o.jpg

when I stand at at the warpzone the same part of the room looks like:
http://static.flickr.com/62/175915918_38ecee465b_o.jpg


viewing location on the this one:

/ <-Viewing angle
---me------ <-Zone portal Sheet

(it sometimes[rarely] looks like the first one too)

if you still don't get the problem, here is a succession of pictures I took when I run through the walkway:
(I'll use link here)
Entering the hallway with portal (http://www.flickr.com/photo_zoom.gne?id=176232258&size=o)
in the middle (http://www.flickr.com/photo_zoom.gne?id=176232260&size=o)
Walking further along... (http://www.flickr.com/photo_zoom.gne?id=176227405&size=o)

legacy-s4623
06-28-2006, 06:44 PM
bump (I suppose there has to be someone other than myself who experience this!)

Killer909
06-28-2006, 10:37 PM
Im still not sure what the problem is. Is the doorway to the other side of that wall, the other side of the wall on the other side of the portal, or is it appearing where there isnt a doorway? Why do you need a warp zone for this anyway?

legacy-s4623
06-29-2006, 12:32 AM
the problem is, there is no doorway... the wall looks like there is a hole in it (which I didn't make) as I walk towards the portal, it disappears when I cross the walkway

Killer909
06-29-2006, 01:00 AM
From my experience, Warp Zones work best when there are no objects behind them. There seems to be issues with things being visible when they shouldnt be. Post a wireframe shot of the map using the top-down perspective (or post your map) and I might be able to suggest what you could change.

legacy-s4623
06-29-2006, 11:33 AM
I am trying to create some sort of semi-infinite maze using warpzones, here is the module I am working on [Everything else would be like, copy and paste with changes of parameters]

http://static.flickr.com/67/177710599_dc5b1cf2f2_o.jpg

legacy-jacobw
06-29-2006, 11:58 AM
every time i make a warpzone it gets screwed up or screws everything else up! if i make a warpe zone i tend to see through it to the geometry behind it not on the other side. If you know why pls reply
jacobwindecker@hotmail.com

Killer909
06-29-2006, 06:10 PM
I think I see what you are trying to do and I have a really good suggestion, but first: Are you trying to make an optical illusion map, or do you want to be able to use these warp zones to fire projectiles through? There is a huge difference... about 10X more effects you can create if you don't need projectiles to correctly warp through from one side of the map to another... Being able to do that is a huge limitation. Also, do you want this to work with more than one player?

Jacob: That is just an issue with Warp Zones. They have limitations even if you set them up correctly.

legacy-s4623
06-29-2006, 07:25 PM
well... here is actually what I am planning on:
I am planning to have a bunch of these (and excluding the playerstarts) that interconnects to each other as one of the paths in a CTF map, so if you don't know the exact path in there, chances are you'll be stuck in the path even if you stick on the left/right wall to travel through. (I am thinking about subclassing it later to randomly generate a path between the bases at the start of each game if I get this to work, so people can't take advantage of additional experience in the path and have to rely on any bot random enough to use the path)
(if it is needed) I think to path this I'll use teleporters at the end of the warpzone that tells the bot which one goes to where

(Just to let you know, if you suggest me to use teleporters, I already have a teleporter version of this, just thought that warpzone may look better and people/bots can chase the flag carrier easier)

so in a wayI do need to make this work with bots, and I do need the people to get hurt whilst in there, maybe I'll make the rooms larger so there is enough combat space for various weapons (if I make the room large enough I don't think whether weapon passing through is a problem but then I have a smaller number of rooms to work with due to the number of players concern)

Killer909
06-29-2006, 07:49 PM
Ok, Here is what you were trying to do:
http://www.wadlo.com/sgc/utmods/spiral_world_v1.jpg

And here is the map itself:
DOWNLOAD 83KB (http://www.wadlo.com/sgc/utmods/spiral_world_v1.zip)

This works really well with this simple example but if you add more rooms to make this a part of an actual map than you will run into the same problems as before (unless of course you build your entire map vertically). Note that the position of the warp zone plane is parallel to the farthest wall in the other halls. Technically, you can still see the hall as before, but you have to walk INTO the warp zone in order to have enough of an angle... so it is seamless. Warp zones have problems having glitches, you will have to make your lighting and textures PERFECT and you will have to plan a lot of your map around what the limitations are.
It is also possible to achieve a similar effect using teleporters, but it too would have disadvantages. I am building a map that needs a similar effect, and I began with a warp zone but ended up using AngelMapper's "StealthTeleporters" because they are so much easier to work with and my list of limitations was gone. You will only be able to fire projectiles through, which will limit the amount of gameplay that can be had.

legacy-s4623
06-29-2006, 08:12 PM
hm... then where can I find the "StealthTeleporters" that you mention?

legacy-pcmods
06-29-2006, 11:34 PM
You my find it will fix it self if your warp zones look into different World Zones, as they are all looking into the one Zone, hense the pitcure showing mirror copies of the world.

http://members.optusnet.com.au/~nijelm/Shot1.jpg

Killer909
06-30-2006, 12:48 PM
AngelMapper introduced them in "Cannon Fodder." She used them inside the cannon between where you enter it and where you are fired. The code is really clean and works really well. You can also use them two-way as you would expect. If you were to use this instead, it would simplify many of the problems that WarpZones cause, but you will have to do a little tweaking and testing with the positions and the number you use. I would suggest using an array of perhaps 6, side by side, so that if you enter the hall on the left side, you are not offset to the center every time.