Origami Thief on 22/4/2003 at 15:27
I've also put up a message on the Eidos forum but just in case some don't read that. Is it possible to make a glass floor. I have tried a window but I just fall through.
Dark Arrow on 22/4/2003 at 15:53
Fall through?? Did you remember to change the physical size of the window (Physics>Model>Dimensions)?
Origami Thief on 22/4/2003 at 16:01
I didn't remember cos I didn't know you had too!:cheeky:
Thanx I will try that. That also answers another problem I had.
Bumbleson on 23/4/2003 at 00:06
Just for better understanding, because this is a thing that's often overlooked:
Apart from the polygon model, Thief uses two kinds of simplified representations of a physical object:
One is the red bounding box you see in Dromed. The size of this box determines the size of the visible polygon model in the game.
The other one, which is normally invisible, is the physical model. The physical model is used for collision detection and object physics. There are different types (OBB, Sphere and Sphere Hat). The dimensions and position of the physical model is independent from that of the bounding box and determines which parts of an object collide with other objects and where you can stand/walk on it.
Use the command show_phys_models to toggle the visibility of the physical models in game mode and in the solid 3D view.
Origami Thief on 23/4/2003 at 08:48
Ahhh. So that would explain why I kept bumping into parts of a resized table that "weren't there". Dromed has a learning curve that stretches slowly into the distance.....
Yandros on 23/4/2003 at 11:32
It stretches slowly and very FAR into the distance... :thumb:
*Zaccheus* on 23/4/2003 at 11:40
There is one in "Life of the Party" OM, isn't there?
On the way to Angel Watch, you can 'drop in' on someone's living room via a 'see through' sky light which breaks when you jump up and down.
I think it was just a standard breakable window laid down horizontally.
Manny The Thief on 23/4/2003 at 11:55
There's a way to make non-breakable transparent stuff too... I'm not sure how myself though, but I've seen several FMs that have turned regular metal doors into trasparent doors.
Origami Thief on 23/4/2003 at 12:14
I think that is just with objects not brushes but I could be wrong.
mopgoblin on 23/4/2003 at 12:20
To make a non-breakable door you could simply create a door and alter the Shape > Model Name and/or Renderer > Transparency (alpha) properties (removing Blocks Vision from the Door property if present). Alternatively, you could add a Door property to an object of the type you want.
To make an object such as a BreakWin unbreakable, you could add Abort receptrons to the stims which damage it, or use a TerrainLike > Windows > TransWin with a different Shape > Model Name property.