Jump to content

Invisible Walls - Can Pgi Fix This?


53 replies to this topic

#41 Idealsuspect

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,127 posts

Posted 14 July 2016 - 08:00 AM

View PostLily from animove, on 14 July 2016 - 05:11 AM, said:


saying this clearly shows why you have not undersdtand what tarogato wrote.

if you make it smaller, parts of the first picture he shwoed would be able to shoot through the wall. and thats just the other way around of bad.


Look my pictures...
All building arent same... but PGI choices are.

#42 Aidan

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 542 posts
  • LocationFlorida, USA

Posted 14 July 2016 - 03:07 PM

@Idealsuspect ... first of all ... what is your first language? I am guessing you are Russian yes? Your response of a "proper" collision mesh is a very subjective one. In other words, the PGI Level Designers must take into account many and varied parameters in the creation of a CRYENGINE level. PGI is balancing performance and game play as their primary considerations for the playability of an MWO level. As a secondary consideration, PGI Level Designers are also considering the appearance or art of a given level. This artistic interpretation lends more to the immersion the player feels when playing MWO.

In the end analysis, MWO must be challenging, memorable, and most of all FUN !!! After all video games are nothing more than home entertainment, provided to those wanting to, just for awhile, escape their day to day lives to imagine themselves as a futuristic, brave pilot of a massive 31st century war machine.

@Idealsuspect you may want to find some ease of mind in knowing that whatever inaccuracies or inadequacy you find in MWO levels, that all of your opponents in battle must also deal with the same virtual reality.

#43 Telemachus -Salt Wife Salt Life-

    Member

  • PipPipPipPipPipPip
  • The Deadly
  • The Deadly
  • 364 posts
  • LocationTerra

Posted 15 July 2016 - 06:57 AM

So I was just testing out a mech on vitric again this morning and I know we talked about how the building models were a real issue cause of pieces jutting out and stuff, but terrain wasn't/shouldn't be an issue. I think the terrain is actually an issue too.

Examples:

http://imgur.com/Noa0L4N

http://imgur.com/OsLh72g

I think it may be the case where I am playing with a little bit more awareness about what shots I can take and what I can't lately. Those shots should be hitting the commando's CT. If I move my mouse a tad bit higher, the shots hit the commando's head. I have zoomed at every level and I can see the commando's CT through the terrain but can't shoot it :/.

I even exited and threw on an advanced zoom mod to make sure I wasn't just blind. The shots should definitely clear the terrain but they don't.

Examples:

http://imgur.com/0agTNvD

http://imgur.com/aiydoYl

I got a little closer just to make sure:

http://imgur.com/bFvwtvD

http://imgur.com/Qq1XQLz

I am obviously not going to walk around all of vitric forge and find all the invisible walls, but this makes me real sad cause shots actually hitting targets that you can see is kind of critical sigh Posted Image.

I know mech packs make money for PGI, but how is this not a priority? Literally maps where you can't shoot through thin air...

Edited by Telemachus Rheade, 15 July 2016 - 07:12 AM.


#44 Aidan

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 542 posts
  • LocationFlorida, USA

Posted 15 July 2016 - 03:50 PM

View PostTelemachus Rheade, on 15 July 2016 - 06:57 AM, said:

So I was just testing out a mech on vitric again this morning and I know we talked about how the building models were a real issue cause of pieces jutting out and stuff, but terrain wasn't/shouldn't be an issue. I think the terrain is actually an issue too.

Examples:

http://imgur.com/Noa0L4N

http://imgur.com/OsLh72g

I think it may be the case where I am playing with a little bit more awareness about what shots I can take and what I can't lately. Those shots should be hitting the commando's CT. If I move my mouse a tad bit higher, the shots hit the commando's head. I have zoomed at every level and I can see the commando's CT through the terrain but can't shoot it :/.

I even exited and threw on an advanced zoom mod to make sure I wasn't just blind. The shots should definitely clear the terrain but they don't.

Examples:

http://imgur.com/0agTNvD

http://imgur.com/aiydoYl

I got a little closer just to make sure:

http://imgur.com/bFvwtvD

http://imgur.com/Qq1XQLz

I am obviously not going to walk around all of vitric forge and find all the invisible walls, but this makes me real sad cause shots actually hitting targets that you can see is kind of critical sigh Posted Image.

I know mech packs make money for PGI, but how is this not a priority? Literally maps where you can't shoot through thin air...


The view you are seeing is partially CRYENGINE terrain and embedded in the terrain are static rock models. These rock models have been 3D modeled in a program like 3DS Max. The invisible collision planes for the 3D modeled rocks are not exactly the shape of the rock. They are more simplified with less vertices. Once again this is done to prevent decreased performance in the physics portion of CRYENGINE. The terrain in CRYENGINE has collision built into it but depending on the view distance from the players camera to the distant terrain will determine the number of triangles or polys used to render the terrain. There are several settings in the CRYENGINE render settings that control this. Rendering fewer terrain polys the farther a given player is from the terrain improves performance (i.e. Frames Per Second) and also visually there is no need to render a high level of terrain detail when the player view is so far away.

Many of these design considerations for a level are a compromise between performance and art.

#45 Jshow8822

    Rookie

  • Ace Of Spades
  • Ace Of Spades
  • 1 posts

Posted 01 October 2021 - 05:37 PM

This game has been out for so long and there are still a ton of spots on Boreal and Alpine where an enemy mech can expose from the crotch up and a shot to the face hits an invisible wall.

#46 Aidan

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 542 posts
  • LocationFlorida, USA

Posted 01 October 2021 - 05:56 PM

WOW this is a dead thread !!! I would not expect the devs to go back and redesign these levels!!!

#47 Rkshz

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,866 posts
  • Twitch: Link
  • LocationOdesa, Ukraine

Posted 01 October 2021 - 08:02 PM

View PostTelemachus -Salt Wife Salt Life-, on 12 July 2016 - 10:01 AM, said:

This is a "feature" that I have real trouble with, and I don't know if PGI can do anything to fix it, or if it is a limitation of the game engine.

Invisible walls around structures where you should be able to shoot around or through, but can't, even though the mech is clearly visible and your weapons are definitely clearing the structure. Vitric and Hellbore both have really noticeable invisible walls.

Iunno if other maps do too, but I assume they do, just that those two are the ones that I noticed the most. The Orbital Cannon is also notorious for the invisible walls.

Examples:

http://imgur.com/bP0PLEQ

http://imgur.com/0QH6cUt

Posting here because I didn't know exactly where else this could go.

it's an old problem, it's just awful
your examples are still light, there are "invisible walls" that are much wider

#48 Blood Rose

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 989 posts
  • LocationHalf a mile away in a Gausszilla

Posted 02 October 2021 - 08:21 AM

Its been an issue since beta, and despite everything PGI still have not fixed it.

#49 Aidan

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 542 posts
  • LocationFlorida, USA

Posted 02 October 2021 - 08:28 AM

View PostBlood Rose, on 02 October 2021 - 08:21 AM, said:

Its been an issue since beta, and despite everything PGI still have not fixed it.


Well Blood Rose are you prepared to pay PGI to go back and review and modify these levels?

#50 Blood Rose

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 989 posts
  • LocationHalf a mile away in a Gausszilla

Posted 02 October 2021 - 09:03 AM

View PostAidan, on 02 October 2021 - 08:28 AM, said:


Well Blood Rose are you prepared to pay PGI to go back and review and modify these levels?

"Are you prepared to pay company to go back and apply basic pre-release polish to product"
Just, read what you write before you post.

#51 Aidan

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 542 posts
  • LocationFlorida, USA

Posted 02 October 2021 - 09:10 AM

View PostBlood Rose, on 02 October 2021 - 09:03 AM, said:

"Are you prepared to pay company to go back and apply basic pre-release polish to product"
Just, read what you write before you post.


Dream on dude! Just live with it or not. Or you can keep posting on this thread to no avail. Remember you can play this game for free, if you choose to earn the points to purchase your mechs. Or you can go play another game. Best of luck to you.

Edited by Aidan, 02 October 2021 - 09:10 AM.


#52 Blood Rose

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 989 posts
  • LocationHalf a mile away in a Gausszilla

Posted 02 October 2021 - 10:25 AM

View PostAidan, on 02 October 2021 - 09:10 AM, said:

Dream on dude! Just live with it or not. Or you can keep posting on this thread to no avail. Remember you can play this game for free, if you choose to earn the points to purchase your mechs. Or you can go play another game. Best of luck to you.

My gods, the Consoomer mentality is real.
Its okay Aidan, just because people are complaining about a basic bug fix in your chosen [product], does not mean they are attacking you personally. People can expect basic refining and polish on a released [product] without directly attacking the [consoomer].

#53 LowBob2000

    Member

  • PipPipPip
  • 53 posts

Posted 04 October 2021 - 05:48 AM

@Blood Rose
Its the typical fanboy mentality. They attack everyone who criticize something they love. It ends with "Play another game" or "Love it or leave it". But it seems currently their wishes became true, people leaving... https://steamcharts.com/app/342200

Edited by LowBob2000, 04 October 2021 - 05:53 AM.


#54 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 16,784 posts

Posted 04 October 2021 - 06:21 AM

invisible walls are used when the mapper put way too much micro-detail into something and it bogs down hit detection. in most cases its a box the map designer has to draw manually (its literally a wall of shame done to fix a problem they created, my best attempt at mapping in quake had me spamming them everywhere, needless to say none ever got published). physics likes simple objects, but artists like complex ones. games with good collision detection strike a balance between detail and conformal to the collision data.

can they fix it? yea, if they want to put in the time, and therefore the money. im sure they have someone that can do it, they just have to want to give that person an assignment. there are two modes of attack, complexify the collision data, or simplify the graphical data. and why am i responding to this dead topic. the nekro police are coming, run!

Edited by LordNothing, 04 October 2021 - 06:29 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users