Movers can act like a static mesh?

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Movers can act like a static mesh?

Postby Cozmo » Tue Jun 14, 11 5:18 pm

Random question / discussion (just curious); movers don't do anything to BSP right? So they can technically be as detailed as you want without causing BSP holes everywhere? I actually made a more detailed brush into a mover (which doesn't move ofc) in my RPG map, and it worked fine.

Would it be reasonable to use them like static meshes when necessary in this old engine? Or would this lead to weird bugs? Again, I'm more curious than anything.

Edit: This also means you can copy them between maps easily, delete them in real time etc.
Last edited by Cozmo on Tue Jun 14, 11 5:20 pm, edited 1 time in total.
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Postby Aidan » Tue Jun 14, 11 7:39 pm

OO, interesting topic.

I'd love to know this as well :)
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Postby China » Tue Jun 14, 11 9:30 pm

Movers are odd things, having too many in a small space causes mover bugs in my experience, I've made a few complex movers and so far I've had no problems with them regarding BSP holes and whatnot.
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Postby ~DJ~ » Tue Jun 14, 11 10:38 pm

Well I'd suggest that. Since it'll have perfect collision.. on a side note to this topic, you can also convert Meshes/3d models into BSP, I've explained it here if you're interested.. :oops:

http://dxalpha.com/forum/viewtopic.php?t=16650
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Postby Poor » Thu Jun 16, 11 6:29 am

Another use for non-moving movers is invisible and masked walls. Regular brushes will sometimes hide the actors behind the wall (ex. the fence in Smuggler) but when you turn it into a mover it doesn't have this problem.
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Postby China » Thu Jun 16, 11 9:24 pm

Poor wrote:Another use for non-moving movers is invisible and masked walls. Regular brushes will sometimes hide the actors behind the wall (ex. the fence in Smuggler) but when you turn it into a mover it doesn't have this problem.


Ah cheers for the info. 8)
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Re: Movers can act like a static mesh?

Postby Marder » Sat Jun 18, 11 3:23 pm

Cozmo wrote:Random question / discussion (just curious); movers don't do anything to BSP right? So they can technically be as detailed as you want without causing BSP holes everywhere? I actually made a more detailed brush into a mover (which doesn't move ofc) in my RPG map, and it worked fine.

Would it be reasonable to use them like static meshes when necessary in this old engine? Or would this lead to weird bugs? Again, I'm more curious than anything.

Edit: This also means you can copy them between maps easily, delete them in real time etc.


Movers appearing and disappearing would be amazing, I immediately think of vehicles, but whole map areas too. Magus had an idea about a map that was entirely movers, which shifted during the game.

I can think of a few examples in editing where movers defied the usual rule about not affecting stuff. Particularly with lights and terrain, but I suppose could be editor problems. More often it's a mover that screws up.
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Re: Movers can act like a static mesh?

Postby Aidan » Sat Jun 18, 11 5:26 pm

Marder wrote:Movers appearing and disappearing would be amazing, I immediately think of vehicles, but whole map areas too. Magus had an idea about a map that was entirely movers, which shifted during the game.


I tried to do this once and it hurt my brain. I could try again at it though.
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Postby ~ô¿ô~Nobody~ » Thu Jun 23, 11 7:41 pm

If that was true, the Ring-Transporters in DXSG would look different.
In Unreal engine 2 and higher, movers are static meshes.
In DX they are nasty. They are worse than regular brushes.
If BSP is losing the plot, movers are the first ones that go down the drain.
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