View Full Version : Seeing thru Wall LOS
MrDDT
October 15th, 2023, 18:04
So I've reported this on Discord and was told it's working correctly. I can't possibly see how this is the case but whatever I'm going to report it here so at least it's tracked (I tried to find another thread on it but stopped looking after a bit).
So in some cases things are able to see through walls when they shouldn't be. I was told because this is caused by overlapped LOS wall that are boxes layered over boxes.
You can see in these images this is the FG Battlemap 01, no exts loaded.
You can clearly see through the walls in a few places.
The last picture is after editing the image and double clicking the bottom corner of the wall it selects all the points of that box, and I'm able to move it to show you it's 2 boxes of LOS walls.
Now to me the bug is clearly here that in no case you should see through a wall whether or not it's 2 boxes, or 1 oddly shaped closed box, or no closed box at all. You should not be able to see through a wall line ever. Now if it were a window line, or a terrain line, I could understand, this is a wall line (in the shape of a box) and some reason you can see through part of that box/wall.
Being told this is working correctly and not going to be fixed is some real craziness.
This needs to be fixes, it's not just 1 map, it's happening all over the place.
Sulimo
October 16th, 2023, 18:23
I recall seeing the posts regarding this same issue, and the term that I remember being unique was 'collinear', searching for that yields the following quotes from the developers:
I took a look at the custom mercantile map from your post. The wall where the problem is occurring has two collinear wall segments. When two or more wall segments overlap, this can cause an error wherein the segments are ignored.
Your map contains overlapping occluders. The edges of your doors are exactly collinear with the walls. There are a few ways to address this. 1) Create doors that match the visual of the map, e.g. a door inset in door frame, or 2) Expand the doors to be larger than the hallways (be sure to disable the "trim interior" option if creating walls this way. Attached is an image to illustrate.58449
As I mentioned in Discord, the second set is because the FG LoS engine does not support colinear, overlapping LoS segments. Remove the extra wall segment overlapping the door, and see if that resolves.
For the first set of pictures, I'll need to try to recreate here and confer with @pindercarl.
Thanks,
JPG
For now, use the options that @pindercarl and @Moon Wizard mention to mitigate the issue.
MrDDT
October 16th, 2023, 22:57
I recall seeing the posts regarding this same issue, and the term that I remember being unique was 'collinear', searching for that yields the following quotes from the developers:
For now, use the options that @pindercarl and @Moon Wizard mention to mitigate the issue.
Thanks for your help, however, this is a bug and I'm not needing help on how to "fix it" as its a bug and can't be fixed by the user. I can prevent it from happening by redoing all the maps that are already done like this (including the ones that Smite Works themselves have put out) however, that sorta defeats the purpose of buying maps that are already have LOS on them.
You can see in the first post those maps are straight from the FGU battle maps that come with FGU. So if Smiteworks can't get it correct in their own mods, I expect this is a lot bigger issue than one user not understanding how to do LOS (which I'm very good with LOS).
Zacchaeus
October 16th, 2023, 23:21
The FG battlemaps were among the first to get LOS on them and when they were done it was not known that the method used by whoever did them would cause an issue down the line. I don’t know of any other maps that have been drawn with collinear lines. But I do know that this issue was identified some years ago but as noted above collinear lines are not supported in the Unity engine. So, it’s a bug as far as that one map is concerned in that the occluders have been incorrectly drawn. I’ll take a note to fix the occluders on that map.
Moon Wizard
October 17th, 2023, 03:05
Thanks for your report. We will look into resolving the issue with the built-in battle map module.
As for the root limitation; occluder segments can not overlap in FG maps. This is a known limitation of the LoS algorithm that we are using in order to provide a performant LoS feature. This issue has only been reported a handful of times since FGU came out, and it can be easily addressed by adjusting the LoS occluders. In every case we've encountered, removing the overlapping wall segments resolves the issue.
Given that, we have also attempted a couple times at creating an algorithm that doesn't have that limitation; but the performance of those algorithms was always significantly worse. Also, given the relative low incidence of the issue along with the amount of work already invested and needing to be invested in order to address the limitation, we decided that other projects warranted higher priority than addressing this limitation at this time.
Regards,
JPG
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