
stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Nov 5, 2008 11:23 PM
Msg. 1 of 8
unless i just suck at using serch function here on on google i cant find anything on using it and it seams to b a helpful ability to use, plz tell me ifu find sumthn thanks in advance 
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bobbysoon
Joined: Feb 1, 2007
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Posted: Nov 6, 2008 12:26 AM
Msg. 2 of 8
I haven't used it, but I'm guessing it's for temporarily patching holes where things will be later, eg, a hallway. Try using it in place of +sky or something and tell us what it does :P
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Evil 5partan
Joined: Sep 3, 2006
www.nitroxstudios.tk
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Posted: Nov 6, 2008 01:48 AM
Msg. 3 of 8
Seamsealer is used mostly in campaign. It's placed right out of view of a trigger volume, so that when you walk into the trigger volume on the first BSP, the doors behind you close, but since the game engine will lag if you used all 50,000 triangles, you cut the BSP into 2 BSPs.
The seamsealer is used at the end of the first BSP where it is out of reach, before the second BSP appears. To use it, create a Multi-Subobject in the Material Editor, and under one of the material names, enter "+seamsealer" without the quotes. I believe tool knows what to do with it.
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Vick Jr
Joined: Jun 26, 2008
Well enough alone...
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Posted: Nov 6, 2008 06:22 AM
Msg. 4 of 8
Theory...
So, if 2 bsps connected at a dooway, then you would path up the hole on the doorway when exporting both with the seamsealer, and that way the engine know that, although the player can still go through the doorway as if there was a hole in the map there, that will never happen because the bsp will have switched by then. Like saying "ya this is a non collidable hole in the map but don't worry about it tool!"
For insance, in c10, The interior bsps connect at doorways. If you exported one bsp normally, leaving the doorway a hole (since the part of the level that is on the other side of it isn't being exported), tool would get mad saying you haveopen edges at the door. Sealing the door with +Seamsealer would make tool egnore that hole, but still allow the player to go through it. It's non collidable but acts collidable when exporting to prevent errors.
In other words, putting it a map wont automatically solve all your open edges. lol
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Nov 7, 2008 09:04 PM
Msg. 5 of 8
ok 1 thing im a little confused on, as stupid as this may sound if im not gettng this completely, u dont have to apply this material to an object!?!?!??!?!?!
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Nov 7, 2008 10:02 PM
Msg. 6 of 8
Its applied in the materials but you should not use it. Fix what needs fixed or just temporary patch holes or w/e.
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Nov 7, 2008 10:07 PM
Msg. 7 of 8
COOL!!!
im gunna test this on a map imade that seems to wantt o tel me to kill myself wen i try to build xD
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Evil 5partan
Joined: Sep 3, 2006
www.nitroxstudios.tk
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Posted: Nov 9, 2008 02:52 AM
Msg. 8 of 8
Quote: --- Original message by: Vick Jr Theory...
So, if 2 bsps connected at a dooway, then you would path up the hole on the doorway when exporting both with the seamsealer, and that way the engine know that, although the player can still go through the doorway as if there was a hole in the map there, that will never happen because the bsp will have switched by then. Like saying "ya this is a non collidable hole in the map but don't worry about it tool!"
For insance, in c10, The interior bsps connect at doorways. If you exported one bsp normally, leaving the doorway a hole (since the part of the level that is on the other side of it isn't being exported), tool would get mad saying you haveopen edges at the door. Sealing the door with +Seamsealer would make tool egnore that hole, but still allow the player to go through it. It's non collidable but acts collidable when exporting to prevent errors.
In other words, putting it a map wont automatically solve all your open edges. lol If you were to do it in multiplayer, you should probably use +sky.
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