Volumes

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justus916

FNG / Fresh Meat
Oct 31, 2008
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I have some Mnts. & trees in my map how should I go about blocking or render them I think with a volume but how. Also I have some windows that are ground level and I cant pass through them how can you make them so you can go through them with?A portal maybe
 
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UncleDrax

FNG / Fresh Meat
Oct 13, 2005
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Florida, USA
www.endoftheworldfor.us
I have some Mnts. & trees in my map how should I go about blocking or render them I think with a volume but how.

Doing this for a tree is easy.
- Turn off collision on your mesh
- Make a shape with the builder brush to fit the area you want to collide
- Volume->AddBlockingVolume.

Then you're pretty much done.


Also I have some windows that are ground level and I cant pass through them how can you make them so you can go through them with?A portal maybe

- Make them bigger
- If you're using a static mesh, turn off collision on it.
 

justus916

FNG / Fresh Meat
Oct 31, 2008
59
0
0
Looking at the stock maps and other custom maps I see that most of the mappers didn't put any volumes around the trees. Where should you put your volumes? Around each building,bunker,ect. How wide or big should you make them? Should I put a volume over my mountains to make the map run better and have better performance? Sorry very new to volumes just don't want to miss anything up. TY
 

Lt_Kettch

FNG / Fresh Meat
Looking at the stock maps and other custom maps I see that most of the mappers didn't put any volumes around the trees. Where should you put your volumes? Around each building,bunker,ect. How wide or big should you make them? Should I put a volume over my mountains to make the map run better and have better performance? Sorry very new to volumes just don't want to miss anything up. TY

Depends on the volume you want to use.

Do you want blocking volumes around them? Antiportals? Or location name volumes?
 

justus916

FNG / Fresh Meat
Oct 31, 2008
59
0
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Depends on the volume you want to use.

Do you want blocking volumes around them? Antiportals? Or location name volumes?
I would think blocking for trees and Mnts. right and anti's are for windows right? Would you explain what volumes are used for what like blocking is for trees or anti for buildings I don't really know the difference. TY
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
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liandri.darkbb.com
I don't know about the others, but I don't get what you want, yet.

What do you want to "block"? Players (so they can't walk through), projectiles (so they can't shoot through), karma (so dead bodies don't fall through), rendering (so what's behind won't be rendered), etc.?

So far I couldn't really make out what it is you are trying to do and I think you think volumes are something they are not. Please specify again what exactly it is you want to do so we don't have to take stabs in the dark but we can help you accurately.
 

SchutzeSepp

FNG / Fresh Meat
Sep 23, 2006
1,540
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adding volumes that are not neccesary will make the map more laggy for nothing.
you don't need blocking volumes around trees or anything else, as most RO static meshes already have blocking volumes built in or collision volumes.

when you use portals and antiportals you must better not use volumes, but sheets.
anti-portals must be hidden inside objects, walls or terrain because players must never see them.
and seeing the kind of questions you ask, i think it's better for you to not use portals yet ;) and wait untill you master everything else first
 
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justus916

FNG / Fresh Meat
Oct 31, 2008
59
0
0
I don't know about the others, but I don't get what yo
What do you want to "block"? Players (so they can't walk through), projectiles (so they can't shoot through), karma (so dead bodies don't fall through), rendering (so what's behind won't be rendered), etc.?

So far I couldn't really make out what it is you are trying to do and I think you think volumes are something they are not. Please specify again what exactly it is you want to do so we don't have to take stabs in the dark but we can help you accurately.
Rendering( so what's behind won't be rendered is the question I was trying to ask bc I have mountains that i built around the map that surround the map so I don't want them to be rendered. How do you go about this. I apologize for not being clear. TY
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
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liandri.darkbb.com
Rendering( so what's behind won't be rendered is the question I was trying to ask bc I have mountains that i built around the map that surround the map so I don't want them to be rendered. How do you go about this. I apologize for not being clear. TY
Place a anti-portal cube into the mountain. It has to have depth. A sheet won't do. Other than that it can be as thin as you want it to be. Set the builderbrush (the red one) up where you want the anti-portal then add the anti-portal via the "add special brush" button. Make sure that the anti-portal is as big as possible without sticking into the playable area (read: keep it below the terrain). If people can "see" it it will blend out what's behind it and that would cause visual glitches so it has to be hidden inside the mountain.

Use anti-portals sparcely and use them where they are most effective. A large number of them will degrade performance instead of improving it.
Don't copy them, btw. If you need more, place more, but don't dublicate or copy them. For some reason this causes errors sometimes.

If the player can't ever see the backside of the mountains during a match you can make them "invisible" with the "visibility tool" in the terrain tools. Invisible terrain sectors are not visible, are not rendered and don't have collision.
 
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justus916

FNG / Fresh Meat
Oct 31, 2008
59
0
0
Place a anti-portal cube into the mountain. It has to have depth. A sheet won't do. Other than that it can be as thin as you want it to be. Set the builderbrush (the red one) up where you want the anti-portal then add the anti-portal via the "add special brush" button. Make sure that the anti-portal is as big as possible without sticking into the playable area (read: keep it below the terrain). If people can "see" it it will blend out what's behind it and that would cause visual glitches so it has to be hidden inside the mountain.

Use anti-portals sparcely and use them where they are most effective. A large number of them will degrade performance instead of improving it.
Don't copy them, btw. If you need more, place more, but don't dublicate or copy them. For some reason this causes errors sometimes.

If the player can't ever see the backside of the mountains during a match you can make them "invisible" with the "visibility tool" in the terrain tools. Invisible terrain sectors are not visible, are not rendered and don't have collision.
Thanks murphy that answered my question completely:D