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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »One-Way Scenery/Shield Doors?

Author Topic: One-Way Scenery/Shield Doors? (17 messages, Page 1 of 1)
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Link2262
Joined: May 22, 2010

WARNING: Hitchhikers may be escaped convicts.


Posted: Jun 13, 2011 02:45 PM    Msg. 1 of 17       
I'm trying to make an object where you can go through it in one direction, but not the other, similar to the one way doors in Halo: Reach.



Do I just model the object as a plane (one-sided object), or take one of the sides off of a 3D shape? If not either of those, what do I do? Any and all help is appreciated.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 13, 2011 04:12 PM    Msg. 2 of 17       
I don't think it's possible.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 13, 2011 04:45 PM    Msg. 3 of 17       
since collision follows sealed world rules, just make it so that the collsion model for this scenery bends around your map and to the outside, so it is a complete sealed object, but the only place you can walk into it is the shield doors.

ie, blue is level, red is shield
(())
That way, you only hit the collision from one way, and it compiles.

You could also try that hacked version of tool that ignores errors, etc.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 13, 2011 07:14 PM    Msg. 4 of 17       
You know when you get yourself stuck inside rocks in-game? Same thing would happen.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Jun 13, 2011 08:21 PM    Msg. 5 of 17       
Kirby's idea sounds good, but if it wont work you could try this.
Make the shield door impassable from both sides.
Make a invisible tele and tele exit as close to the shield/door as you can.
Remove sounds and effects from tele.
Or maybe just a trigger volume that will tele you through the shield/door.
Something like that.


Link2262
Joined: May 22, 2010

WARNING: Hitchhikers may be escaped convicts.


Posted: Jun 15, 2011 09:51 PM    Msg. 6 of 17       
All right, I successfully made my first .scenery file.



The only problems are, a) it's not textured, and b) it's passable through each side. I tried waffles' idea of a one-sided collision model, but I guess it won't work. The texture isn't really a concern at the moment, I'm just trying to think of a way to get the one-way idea to work. Would a 3D collision with one side missing work, perhaps?



Link2262
Joined: May 22, 2010

WARNING: Hitchhikers may be escaped convicts.


Posted: Jun 15, 2011 10:55 PM    Msg. 7 of 17       
Well, with a shield/one way door as small as this, I'm not sure Kirby's idea would be best. I can understand how it makes sense, but at the same time, it'd have to be a large collision model for it to work. I'm going to try a 3-dimensional collision model, but with a side missing.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Jun 15, 2011 11:50 PM    Msg. 8 of 17       
The way that I figured out is:

Use a biped, then just check "let other bipeds pass through it" box

Of course bullets don't go through spartan bipeds, so then you could do the same for a door. And plus, bipeds sync online.

In TLMP Cirlce Pit:
http://hce.halomaps.org/index.cfm?fid=5252

You have working shield doors that you can go through, but not shoot through. When you melee them, they sound like an elite being melee'd.


Link2262
Joined: May 22, 2010

WARNING: Hitchhikers may be escaped convicts.


Posted: Jun 15, 2011 11:58 PM    Msg. 9 of 17       
Thanks for the info. Though, I'm trying to make the door work in the way that once you go through one way, you can't go through the opposite. I guess I could always try that method. Thanks. :3


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 16, 2011 01:55 AM    Msg. 10 of 17       
Quote: --- Original message by: Link2262
I'm going to try a 3-dimensional collision model, but with a side missing.

That's where the last line of my post came in. if you have an open edge, you can't compile in tool. there is a hacked version of tool that ignores the errors and will compile anyways.


Link2262
Joined: May 22, 2010

WARNING: Hitchhikers may be escaped convicts.


Posted: Jun 16, 2011 10:31 AM    Msg. 11 of 17       
Quote: --- Original message by: kirby_422
That's where the last line of my post came in. if you have an open edge, you can't compile in tool. there is a hacked version of tool that ignores the errors and will compile anyways.
I have a question. How would your original idea work? I'd have to make a large collision model that someone would walk into at some point, wouldn't I?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 16, 2011 02:52 PM    Msg. 12 of 17       
first part (using regluar tool) is just bend the collision around through the level so only the part you want to hit is inside playable area.

second part (hacked tool) just place a peice of geometry that normal tool would have a fit with, over top of the hole. Actually... you might be able to use +seamsealer in normal tool to get the same effect. Try making a box, and apply +seamsealer on one side, see if it compiles and if it you can walk through the box from that direction.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 16, 2011 02:53 PM    Msg. 13 of 17       
I would simply make a wall that is double sided on the BSP and just use a trigger volume to teleport the players from one side to the other. Using a hacked tool to have open edges on a collision model just doesn't sound like a good idea.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jun 16, 2011 06:34 PM    Msg. 14 of 17       
This isn't possible through geometry alone. No aspect of collision is one-way, even with hacked tool, because that's just the way the game works. The only thing I can think of that's bsp-only is climbable vs unclimbable surfaces, but that doesn't work for something like a force field.

You could try, as mentioned, teleporters or scripted teleporting.
This could be possible with a vehicle--- but forget it.
I really don't see how this could work.


Link2262
Joined: May 22, 2010

WARNING: Hitchhikers may be escaped convicts.


Posted: Jun 16, 2011 08:09 PM    Msg. 15 of 17       
All right, I got it textured, but it's still completely passable on each side. I think I'm done trying to get it to work.

Kirby, your idea, I'm afraid, won't work for what I need it to work for (I'm trying to make one to cover just one doorway), but I really appreciate the help.

Chrisk, I'll probably have to do that method, if I'm to do any at all.

Slappy, you're right. I've tried making multiple different collision geometries, but none have worked thus far.

Thanks to everyone who posted and/or gave ideas.


tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Jun 19, 2011 03:32 AM    Msg. 16 of 17       
Quote: --- Original message by: waffles
lol i was just guessing bro, kirby's suggestion is way better. he knows everything.

I second that! lol


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Jun 21, 2011 03:34 AM    Msg. 17 of 17       
Flip the faces.
-Zekilk

Edit: NVM
Quote: While other models (those that are placed in the level using .scenery, .vehicle, etc... tags) used in Halo for scenery, characters, weapons and vehicles do not have to be sealed and can have open edges, this does not hold true for the world geometry.

Edited by cyboryxmen on Jun 21, 2011 at 03:38 AM

 

 
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