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FPSC Classic Models and Media / Vanishing segments any clues

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baggins
17
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Joined: 1st Feb 2009
Location:
Posted: 16th Feb 2009 10:38
I have created a series of segments using world studio 3d and then used segment editor to turn them into segments. However these are not you typical segments. They are not made of walls and floors and ceilings rather carved from a block 100 x 100 x 100.
They appear in the game test and even in the game build the problem is that they along with the rest of the floor disappear when inside them.

I have tried editing the visibility and the size parameters in the fps files but have had no success, does any one have any suggestions.

BTW have read both manuals and searched the forums with no luck, it seems that the particulars of the file constants are not explained anywhere, as in;

colmode0 = 0
csgmesh0 =
csgmode0 = 0
csgimmune0 = 0
lightmode0 = 0
multimeshmode0 = 0
materialindex0 = 0

;Segment Visibility

visoverlay = 0
visfloor = 0
visroof = -1
viswallb = -1
viswallr = -1
viswallf = -1
viswalll = -1
viscornertl = -1
viscornertr = -1
viscornerbr = -1
viscornerbl = -1

;Segment Blueprint

mode = 4 (has to do with floorplan*)
symbol = 0
floorsizey = 0
sidesizex = 100
sidesizey = 100
sidesizez = 100
groundmode = 0
kindof = 2 (has to do with floorplan*)

etc.

* the arrow thingy in the map editor

I have worked some of them out by comparing with existing segments.

anyone?

cheers

there just has to be light at the end of the tunnel, even if its only a birthday candle....and cake!
veltro
User Banned
Posted: 16th Feb 2009 13:56
Not sure about that but maybe the problem is you are using a single meshe. If possible try to split your segment so that you have meshes for walls, floor and ceiling
daarboven
18
Years of Service
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Joined: 20th Dec 2007
Location: right over there, see?
Posted: 16th Feb 2009 15:54
check that your visibility is set to type of: overlay full or overlay directional.

I am Jacks complete lack of surprise.
baggins
17
Years of Service
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Joined: 1st Feb 2009
Location:
Posted: 17th Feb 2009 02:07
daarboven you got it in one. either of the suggestions work and i am very happy. In fact I am so happy i will explain. I wanted to create a realistic vaulted cellar/sewer and have the segments be double width and be segments rather than entities as the segment placement is controlled (read snap to grid) whereas entities are not. So i have attached a WIP shot of the cellar. there are more segments and these will be available as soon as i can package and write a layout guide.

My segments are intended to be multi purpose (as in layout config can be mixed and matched to create a lot of different environments).

Thanks for your assist

p.s. thanks for the reply veltro

there just has to be light at the end of the tunnel, even if its only a birthday candle....and cake!
daarboven
18
Years of Service
User Offline
Joined: 20th Dec 2007
Location: right over there, see?
Posted: 17th Feb 2009 14:43
Quote: "as the segment placement is controlled (read snap to grid) whereas entities are not."


Not entirely true: by pressing "B" on your keyboard you can switch between several snapping methods from fine to coarse to "segment-snapping"- so take an entity and position it, every time you press b you will toggle another snapping method, easy as pie!

I am Jacks complete lack of surprise.

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