Von Lethamyr

45 Gedanken zu „THE ROCKET LEAGUE TIME TRIALS – HIDE N SEEK EDITION“
  1. To not have invisible walls, you need to make a hollow wall with one mess and the texture facing out, and duplicate mesh though slightly smaller with the textures facing in.
    This is based on the normals of meshes. When modeling and you see a black face, this will be the "invisible wall" you see through. Duplicate the mesh, flip the normals, then slightly scale down from the center to create a very small gap between the two walls.
    With the flipped normals and a texture on either side, this will fix the invisible walls.
    Though you will still have to add collision to hit the invisible wall.

  2. Unsure if UE supports such things, but the only reason you can see through the walls is because the surface is flagged as only being 1 sided and so there is just one normal facing a particular direction. Most 3d software at the very least support 'double sided' faces which have normals on each side of the surface so the surface is rendered on either side, typically it's a material option, so probably the place to check in UE to enable such things.

    Pretty sure nowadays Blender at least has double sided surfaces enabled on all objects by default (used to be off by default but with the option to flag faces as double sided for years though), but if you're importing existing assets you may need to just do a mass selection of wall surfaces to ensure it's being applied.

  3. hey leth! you will never see this but i have a cool map/video idea!

    this is called rocket league sardines.

    in real life, sardines is a game in which one person will hide and then the others will try to find said hider. those three people are the seekers. once one person finds the hider, they will hide nearby the hider and wait for the other seekers to find them. this is called sardines because sardines cluster together when hiding. you can put whatever twist youd like to, but i thought this would be an amazing map/video!!

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