View Full Version : Climbing and fog issues!
For some odd reason Lara won't be able to go around the corner in my level. :confused:
http://img.photobucket.com/albums/v442/Junboy/climb_bug.jpg
The arrows show how the moving works. Lara just won't go anywhere when moving from left to right.
In the room there is a lava pool below the ladders and when shimmying around the corner the ladders lead on solid ground.
And another little problem that makes me go insane! I have quite dense distance fog in my level and it really needs to be dense because of huge outdoor area. Well, I want the fog to go away when going inside or into caves. So to do this, I made a flipeffect trigger "Weather. Fog. Change Fog distance to <&> distance in (E) seconds.". I then added +120 sectors to the timer and 2 seconds for the extra.
This works like a dream. But when I want the fog back on, nothing happens?! :hea:
In my script I have the following settings:
LevelFarView= 20
FogRange= 1,5
I used the same flipeffect to get the fog back on, but I changed the +120 sectors into +5 sectors. For some reason the fog won't go back "on".
Is there anybody out there who would be able to help me out here??? :p
psssst, psssst...do you think the lighting is too dark? I think I have kinda high gamma rate on my screen so I'm bit worried about the level being too dark. :)
Sorry to bump this thread, but this problem really bugs me and makes me lose my interest on building my level :( Help would be appreciated! :)
Does Lara climb round corners to the right in other parts of your level? If not, maybe that anim is no good.
Don't know much about the fog but instead of changing the distance can you turn it off/on by switching vol fx on/off?
Haha, thanks Sapper! I made a test room for the climable wall and it appears to be working fine. So, I guess the problem is the poll below the ladder - that's quickly solved!
And for the fog...I tried following flipeffects:
Weather. Fog. <&>Enable/Disable all fog (distance fog or fog bulbs)
VolumetricFX. Enable VolumetricFX in current level
VolumetricFX. Disable VolumetricFX in current level
The first didn't work at all, but surprisingly the last one did. Never even thought about it really that by enabling volumetricFX I automatically disable distance fog :D
Thanks Sapper for pushing me to the right direction! :)
It looks like, that you can use this fog flipeffect only once! May be itīs a bug!
Isee your previous post: You disable distant fog of course, if you enable fog bulbs! If you simply want to disable your distant fog you can also use these flipeffects: Weather. Fog. <&>Enable/Disable all fog (distance fog or fog bulbs) or Weather. Fog. Set <&>Distance for Fog Distance and set a high enough fog distance.
Oke, I tested my level with these new fog flipeffects. Well, the test room didn't show this, but apparently by switching VolumetricFX ON all textures assigned transparently go a bit "foggy". It's not very good looking when hot, red lava has a grey fog on it :confused: This NGLE makes me go crazy! :D
Weather. Fog. <&>Enable/Disable all fog (distance fog or fog bulbs)
As I said in my post above, for some reason this flipeffect won't work. And if I only change the fog range with a flipeffect, it changes only once and not after that :confused:
About the climable wall...
Once again, things worked in the test room, but in the real thing nothing works!
http://img.photobucket.com/albums/v442/Junboy/climb_bug2.jpg
In the picture above you can see the setup (somehow!). In my opinion there's nothing strange in the setting of the climable wall. In the beginning there weren't the teeth spikes next to the climable wall, but a hole instead leading to the lava below. Then I put a column in the rooms below and added the teeth spikes next to the wall. And still Lara won't go around the corner!
Whenever I test my level I just want to shoot myself when it comes to this wall! :D
Nope! Weather. Fog. Set <&>Distance for Fog Distance certainly works several times (in contrast to Weather. Fog. Change Fog distance to <&> distance in (E) seconds, which only works once).
^ Doesn't the same area need to be triggered as 'CLIMB' in the room below, and if there is a room above, the room above? I don't mean, purple/pink trigger - y'know what I mean, the green 'climb' thing :p! Give it ago':D. If not, then sorry, I don't know what is wrong:).
^ Doesn't the same area need to be triggered as 'CLIMB' in the room below, and if there is a room above, the room above? I don't mean, purple/pink trigger - y'know what I mean, the green 'climb' thing :p! Give it ago':D. If not, then sorry, I don't know what is wrong:).
I'm not a beginner with LE and I do know how to set up a climable wall. :)
@ Raymond: Sorry, forgot to mention in my earlier post that after trying that flipeffect things started to work fine with the fog :)
The climbing round the corner crosses a door.
Are the rooms different types or something.
I'm not saying this is the problem, just trying eliminate possibilities.
Do you have any Animation= commands in the script that may be interfering?
Does removing that block in the room to the right so the floor is flat make the climb work?
The climbing round the corner crosses a door.
Are the rooms different types or something.
I'm not saying this is the problem, just trying eliminate possibilities.
Do you have any Animation= commands in the script that may be interfering?
Does removing that block in the room to the right so the floor is flat make the climb work?
The only difference between these two rooms is that other one has a reflection effect set on (in the room on the right).
And in my script I have the following animation commands:
Animation= 421, KEY1_JUMP, IGNORE, FAN_SET_NEUTRAL_STATE_ID, ENV_POS_HORTOGONAL + ENV_HOLE_FLOOR_IN_FRONT + ENV_POS_STRIP_1, IGNORE, IGNORE, 80 ;roll out of crawlspace
Animation= 218, IGNORE, $4000, FAN_KEEP_NEXT_STATEID, ENV_MULT_CONDITION, 4, IGNORE, -222, -353, -354 ;roll in crawlspace
MultEnvCondition= 4 ,ENV_NO_BLOCK_IN_FRONT, 256, IGNORE, ENV_NON_TRUE + ENV_HOLE_FLOOR_IN_FRONT, 512, IGNORE
I tried removing that block on the right but it didn't change anything (it isn't even neccessary anymore since the project has changed a lot since it started).
I might have to start to think of a solution to go around this little problem :D
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