Ru/Entities fall through displacements: Difference between revisions
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This will increase the size of the BSP, but collisions with all entities will be rendered correctly. | This will increase the size of the BSP, but collisions with all entities will be rendered correctly. | ||
== | ==Примеры== | ||
[[Image:Displacement_test0000.jpg]] | [[Image:Displacement_test0000.jpg]] | ||
[http://www.amphibian.myzen.co.uk/hammer/displacement_test.bsp Displacement Test 1] | [http://www.amphibian.myzen.co.uk/hammer/displacement_test.bsp Displacement Test 1] На этой карте используются дисплейсменты. Note that even though this map was compiled under the 220 appid in Hammer, it plays normally in Episode 1. If it is played in HL2, the boat, grenades and props fall through the displacements. | ||
[[Image:Displacement_test0001.jpg]] | [[Image:Displacement_test0001.jpg]] |
Revision as of 09:21, 9 January 2009
Issue
Физические ентити падают сквозь деформируемые поверхности(displacements). Это prop physics, оружие, prop ragdoll и средства передвижения. NPC и игрок остаются на месте.
Эта проблема появляется, когда используешь HL2 (appid 220) для игры на картах, компилированных после обновления SDK в Августе 2006 года. Карты, компилированные раньше этой даты работают нормально. Во всех картах, компилированных в Hammer, появляется эта ошибка, вне зависимости от мода, выбранного в меню Source SDK.
Fix
First, ensure that none of the the boxes are ticked in the displacement tab of the face edit dialogue.
If the "No Physics Collision" box is unchecked and the problem persists, there are two solutions:
- Use Episode 1 (appid 240) or the Source SDK base (appid 215) for your map or mod. This is the best solution.
- If you must use HL2 (appid 220) or if your mod is based on the appid 220 code base and cannot be updated, then you must add
-novirtualmesh
to your compile command line. Run the map in expert mode and add-novirtualmesh
to the command line as indicated in the image.
This will increase the size of the BSP, but collisions with all entities will be rendered correctly.
Примеры
Displacement Test 1 На этой карте используются дисплейсменты. Note that even though this map was compiled under the 220 appid in Hammer, it plays normally in Episode 1. If it is played in HL2, the boat, grenades and props fall through the displacements.
Displacement Test 2 The same map compiled using the -novirtualmesh command. This map plays normally in both Episode 1 and HL2, but its size has increased from 235 kb to 573 kb.
Remember

