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amtronic Profile
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Registered: 01-2012
Posts: 578
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Using invisible walls


Often during track construction there will be an area that you do not want the player to access - possibly it causes a CTD, or its a potential cheat, or you just don't want the player to see the track from a bad angle.

The easiest way to prevent this is a wall. But if a textured wall would cause an odd look or a believability issue, you could leave the texture off the wall entirely, so it remains invisible. This is handy if you need to set a segment of track to Open On Left or Open On Right which leaves the track boundries open where the user can drive off the track.

In some instances, a wall is not doable in the conventional sense. Normally a wall is parallel to the track. Shown below is a spot where the area to be blocked off does not permit this, but requires a perpendicular wall.
But that is not allowed in N2K3. What can be done however is to adjust the wall values to make a wall do what you want, which is to prevent a car from entering the area.

The area I want to block off is the section after the barrels, between the concrete pit wall and the fence.
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Image

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I inserted a wall section in the area - and here is the tip - make the face as wide as the area you want to block off. In this case, the Near face is 6 meters wide. Half of the face is on one side, and half is on the other, which is why the wall section is centered.
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Image

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In the last photo I added texture to just the top of the wall section, so you can see the shape it takes. The Far end is .5 meters wide, but it could be made the same size. In my case it doesn't matter since it should always remain inaccessable.
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Image

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Now look at the top picture again - the wall is there blocking off the area but cannot be seen.

In closing just remember to carefully center the wall section so it does not leave a tip or edge sticking out that a car could hang up on.



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http://nr2k3tracks.com/
for tracks, mods, and utilities.
4/2/2012, 1:46 pm Link to this post PM amtronic Blog
 
Nicknick1120 Profile
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Re: Using invisible walls


I'm not sure if I understood the original problem here, but couldn't you just split the segment as small as it will go, and then insert the W section and have it stretch across? It wont be perfect, but in that area of the track who cares? It still blocks people off perfectly.
4/4/2012, 5:37 am Link to this post PM Nicknick1120 Blog
 
amtronic Profile
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Re: Using invisible walls


That is an option if it would work for a given section. In this case, if I did that, it would have left a spur at whichever end was the "far" end of the W section. In my solution, the W section Near face is centered exactly between the other two walls so an AI car hits a blunt face and slides off without getting hung in a pocket caused by the angled W section.
Even if I split the segment as small as possible, there would still be a potential hang-up spot created.


---
http://nr2k3tracks.com/
for tracks, mods, and utilities.
4/4/2012, 9:56 am Link to this post PM amtronic Blog
 
jwhop3 Profile
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Re: Using invisible walls


Those "slivers" of track sections can cause terrible ai problems too. Another suggestion along the same lines you mentioned is to use physical size and visible size of the wall. You could set the physical size to 6 meters thick, but make the visible size 1 meter thick.

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Sprint Cup races would be just fine with 36 cars.
4/5/2012, 8:41 pm Link to this post PM jwhop3 Blog
 


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