Ko/Entities fall through displacements

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Revision as of 22:53, 30 November 2014 by Tuna (talk | contribs) (→‎문제점)
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문제점

물리적 엔티티들은 displacements 를 통과해 떨어집니다. prop physicsweapons, prop ragdoll 들 그리고 prop vehicle 들이 해당되죠. 하지만 NPCs 들 그리고 플레이어는 해당되지 않습니다.

이 현상은 2006년 8월 SDK 업데이트 이후의 HL2 (appid 220) 엔진을 이용하여 맵들을 컴파일 할때 나타나는 현상입니다. 그 전의 컴파일 된 맵들은 영향을 받지 않습니다. Source SDK 메뉴에서 모드를 골랐든 상관없이 Hammer로 컴파일된 모든 맵들은 이런 문제가 나타납니다.

Fix

First, ensure that none of the the boxes are ticked in the displacement tab of the face edit dialogue.

Face Edit Disp.png


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.


Novirtualmesh command.jpg

This will increase the size of the BSP, but collisions with all entities will be rendered correctly.

예시

Displacement test0000.jpg

Displacement Test 1 A map using displacements. 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 test0001.jpg

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.

Displacement Source VMF

Remember

Tip.png팁:Once the map is compiled there are no commands to allow backwards compatibility.
Tip.png팁:The best solution is to update to the latest version of the Source engine rather than make your maps reverse compatible.