grenades fall thr0ugh displacement
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Re: grenades fall thr0ugh displacement
Posted by SeanOCR on Sat Apr 7th at 3:59am 2007


I am completely and utterly at a loss. Every map that I have made with displacment surfaces has this problem. It's as though there is no collision detection on the displacment surfaces. If i have a displacment surface as a floor, then everything falls threw the floor, minus the player. You can walk on it, shoot cross bow rebar into it, and the rockets blow up on it. But orbs, grenades, and all props just fall right threw. I have tried EVERYTHING. I have tried different sizes of land from a something the size of a coffee table to football fields. I have tried different powers of division. I have no idea why it is doing this, i have followed multiple tutorials to a tee, and am doing nothing different. I will be forever grateful to the person who can figure this out for me. Thank you in advance to anyone who takes the time to look at this.




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Re: grenades fall thr0ugh displacement
Posted by Stadric on Sat Apr 7th at 4:23am 2007


When you hit compile, where it says additional game parameters, put in "-novirtualmesh", without quotes.


Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: grenades fall thr0ugh displacement
Posted by SeanOCR on Sat Apr 7th at 11:04pm 2007


I tried compiling with the added parameter, but no luck. Grenades, orbs, and props all fall threw the ground. I really can't figure it out. And I have two really good dm maps I'd like to release, but can't until i figure this out.y topmargin=2 leftmargin=2>



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Re: grenades fall thr0ugh displacement
Posted by Riven on Sat Apr 7th at 11:32pm 2007


I'd be willing to take a look at the .vmf if ya zipped it and attached it to an e-mail for me... Just send it to the e-mail in my profile and I'll see what I can do, and explain it as best I can.

And or try posting your compile log; maybe there is something relevant in there that can explain this...







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Re: grenades fall thr0ugh displacement
Posted by Natus on Sun Apr 8th at 12:20am 2007


I remember having a problem like this, and if i recall correctly, creating a brush with the nodraw texture on it, under the displacement (same size as the displacement brush, width and length) solves it, not too sure though.



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Re: grenades fall thr0ugh displacement
Posted by SeanOCR on Wed Apr 11th at 2:48am 2007


Hmmm, i tried that and still nothing. I am going to try my maps on my friends computer to see if that makes any differance. As far as the compile log goes, there is nothing irregular. It is the standard output, no warnings, flags, etc...



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Re: grenades fall thr0ugh displacement
Posted by SeanOCR on Fri Apr 20th at 5:52am 2007


OK, so i finally got around to testing my maps on another computer and it is still doing the same thing. I really have no clue as to what is causing this, it is driving me nuts. I created my displacment maps just like you are suppose to. I am by no means new to map making, and have done this many times before, but now there is no collision detection for my displacment maps. Owe........



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Re: grenades fall thr0ugh displacement
Posted by SeanOCR on Tue May 1st at 11:57am 2007


OK so i've offically given up on this problem. I did a fresh reinstall and am recreating my maps from scratch. The displacements now work. I am going to op this problem up to a Source update bug (no surprise there). I love valve more then most my gf, but sometimes.....



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Re: grenades fall thr0ugh displacement
Posted by omegaslayer on Tue May 1st at 3:59pm 2007


There hasn't been a source update in over 3 months....





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Re: grenades fall thr0ugh displacement
Posted by SeanOCR on Tue May 1st at 10:04pm 2007


I have had this problem for over three months.

Message submitted 3 minutes after original post:

In fact if anyone wants to have fun playing with this, you can download my files from http://www.awestruckfilms.com/SeanFinal.zip




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Re: grenades fall thr0ugh displacement
Posted by Cp_fir3fly on Wed May 16th at 2:14am 2007


i have the same problem,i reinstalled and it still didnt work,



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Re: grenades fall thr0ugh displacement
Posted by SeanOCR on Wed May 16th at 5:49am 2007


I ended up giving up on this problem. Even after a reinstall it still didn't work (which makes sense, since it didn't work on others machines either). However, any NEW maps i create after the reinstall seem to work fine now. I ended up coping and pasting everything not a displacment map from my old maps into my new one and just redoing the displacement maps. It was a lot quicker then me continueing on this problem any longer.



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Re: grenades fall thr0ugh displacement
Posted by omegaslayer on Wed May 16th at 4:10pm 2007


I don't think reinstalling the SDK is the answer to anything. Unless its the hammer program having the issue. I think you guys just need to rebuild your displacements. Suck it up and do it!





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Re: grenades fall thr0ugh displacement
Posted by fishy on Wed May 16th at 4:19pm 2007


My money is still on the answer that Stadric gave ages ago. It's a well known issue.


i eat paint



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Re: grenades fall thr0ugh displacement
Posted by SeanOCR on Wed May 16th at 9:14pm 2007


You would think that Stadric's answer would work....but it doesn't. If it had this thread would have died off by now.

Also, I think this problem is much different then the well known displacement map problem you are talking about. I've had problems with displacement maps were there was NO collision detection at all, but that was easy to solve and is not the case here. The problem is that there is collision detection for NPCs, the player, bullets, as well as others, just not for grenades orbs or props. For instance the NPC will walk up or down your displacement map correctly, however as soon as you kill him and he becomes a rag doll, he falls threw the floor.

As far as rebuilding the displacement maps, that just didn't work either. Every map I created and any new ones i tried to create ALL suffered from this until i reinstalled.

I've moved on from this problem, everything works perfectly now that I reinstalled, even my old maps are working now without me having to change anything.




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Re: grenades fall thr0ugh displacement
Posted by fishy on Wed May 16th at 11:38pm 2007


? quote:
The problem is that there is collision detection for NPCs, the player, bullets, as well as others, just not for grenades orbs or props. For instance the NPC will walk up or down your displacement map correctly, however as soon as you kill him and he becomes a rag doll, he falls threw the floor.

That's exactly the well known problem that I was talking about.

It's fixed, it's not fixed, it's fixed again etc. If it becomes unfixed again, just add -novirtualmesh in the paramaters options, like in the picture i found here.




i eat paint



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Re: grenades fall thr0ugh displacement
Posted by SeanOCR on Thu May 17th at 5:22am 2007


Once again, I have tried this solution MULTIPLE time with no results. I have tried this so many times I can't possibly give you an estimate, but it was a no go.

Seriously, this thread needs to die unless there are any others who suffer from this.




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Re: grenades fall thr0ugh displacement
Posted by Riven on Sun May 20th at 1:39am 2007


Ok, I finally fixed it!!!

I just got through having a fit with this EXACT SAME PROBLEM in all the maps I would compile myself!! And even after trying to fix the map you provided in that example with other possible answers, this solution worked!!

It's actually been posted quite a bit over at Facepunch, and I tried working with the solution with no avail (cause I normally don't use expert compile mode) but It does work cause I made some mistakes but it's very particular!! Here we go:

Ok, the key here is that you CANNOT take any shortcuts do exactly as it looks here, and I will point out the particular things you must be exact with:

image

I went ahead and typed out what all actually fits in that "parameters" window in the picture cause it doesn't resize nor text wrap.

I would accidentally make a new $bsp compile/run command line in the left window and put the "-novirtualmesh" parameter in the right, but it MUST be typed in the original $bsp command already there. The "-novirtualmesh" parameter MUST be at the very beginning of the parameters (in other words it can't go after "-game" or any of the other words in that parameter window) otherwise it will not work! Also, make sure the $bsp command line in the left window is first as well before pressing "Go!" But that's all there is to it! So mark Stadric as correct if you have done it all right.

For proof that it works, here's a pic of a grenade staying on the displacement in that map you posted:

Good Luck!







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Re: grenades fall thr0ugh displacement
Posted by Cp_fir3fly on Mon May 21st at 5:08am 2007


pictures wont work.....

can you type it up or something, i dont have the net, so i have to do all this at school on crappy $2 computers, which struggle with xp, and so the pictures dont come up




<Solider in christ>
Cp_Fir3fly



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Re: grenades fall thr0ugh displacement
Posted by Riven on Mon May 21st at 6:14am 2007


Yes, I placed: -novirtualmesh -game $gamedir $path$file under the $bsp_exe command line parameters. NOTE: That this portion: -game $gamedir $path$file is already there in the parameters, you simply add -novirtualmesh before it with a space following just as I have it typed initially in this window.

Hope this helps!








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