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Disabling wall models is not working very well

Posted: Sun Nov 02, 2014 4:38 pm
by MrChoke
I am trying to take a square where I defined an invisible wall and two dungwon_wall_01 textures on either side. When I hit a button I want the wall to disappear (making an open corridor). I try this code:

Code: Select all

        dungeon_wall_01_6.model:disable()
	dungeon_wall_01_4.model:disable()
	invisible_wall_1.obstacle:setBlockParty(false)	
The setBlockParty() works great. However, disabling the models creates serious graphics glitches. For one, I can't look past the square, Its black. And there is texture flashing in the ground texture (which I didn't touch). It is not working well. I even tried disabling the occlude too. This did not affect the behavior. Does disabling models work? I have seen other code examples where its done....

Re: Disabling wall models is not working very well

Posted: Sun Nov 02, 2014 4:45 pm
by TSotP
What about, instead, disabling the model on a square of 4 secret doors? Would that not work? Instead of using the 'dungeon_wall''s? Because they have been giving me trouble as well.

Re: Disabling wall models is not working very well

Posted: Sun Nov 02, 2014 4:47 pm
by Jgwman
Same thing with bridge models. Thought the black stuff might have been buggy shadows but now that you mention it, a random water tile took a shock spell texture for a moment...

Re: Disabling wall models is not working very well

Posted: Sun Nov 02, 2014 4:56 pm
by MrChoke
I want to use walls though, not secret doors.

What does work though its not ideal is destroying the walls. But then if I want to re-enable the wall, I have to re-spawn them.