Originally posted by DarkSpacer
dsx9069: I have absolutely no ideas of my own, but here's something that you wrote yourself that's related...
Originally posted by "dsx9069"
- Invisible walls will occur on textured surfaces where the rearward faces have lines. If you have a flat plane textured with grass (just as an example), and you draw a horizontal line underneath that plane (lets say cutting it in half), then you will find the invisible wall halfway through that level (directly above the drawn line).
Hope that helps...
Right, that is true. I've already stripped the outer face of the tower and checked for stray lines. But when I reduce the number of polygons that are textured, the level begins to behave more properly. I think what is happening is that there is some kind of limit on the number of textured polygons that the game can handle.
I'm experiencing slanted invisible walls, so I know that my X, Y, and Z coordinates are fine...
...Wait a minute...has anyone had problems importing a level that utilized negative Y coordinates? There are slanted, invisible walls at Y values in the -6000's. I'm going to check the upper part of the tower to see if this is true. If so, simply offsetting my model should fix the problem.
If not, fml. I'm working on a hub level (but I'll be using a regular level like Peach's slide or one of the cap stages, to avoid complications). Hopefully this one avoids the catastrophes of the tower level.
I know that I complain like a b**** on this forum, but a lot of it is the frustration of seeing hours of work NOT come to fruition. Still, Messiaen has done some GREAT work on the Mario 64 level importer and I hope that he continues.
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H4x0rz 4 lief!
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