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Show Invisible Walls

RedCraft86 edited this page Sep 5, 2026 · 8 revisions

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Cycle key: Alt + Numpad 8, editable under KeyShowInvisWalls in RCEFShaders.ini
Cycle values: Off, Valley 4, Wuling

This feature renders most (if not all) of the invisible walls that are around the player. However, do note that this cannot determine if a wall allows zips to pass through or not.

NOTE: Since invisible wall data is manually datamined from the game files, reconstructed in blender, then rendered using EFMI, it may take some time for this feature to keep up with latest map releases.

Known Issue 1: This may not work in certain areas or certain directions, if you encounter such case, describe the area and direction (ideally a photo will help) so I can go there and fix the problem.

Known Issue 2: As the datamined data contains gaps, not all holes in the invisible walls may actually be a hole. Use the throwable explosive test to validate a gap before putting in the effort to accidentally set up an impossible zipline route. We are currently looking for a more reliable way of extracting these walls but none exist as of now.

Experimental: There is an experimental feature in RCEFShaders/Modules/ShowInvisWalls.ini named selfDepthTest which can be used to cull invisible walls behind other invisible walls to avoid visual clutter. However, this feature requires that you input the current game resolution that you are playing with, so fill resWidth and resHeight when using it. (Will automatically fill starting from 1.5.2)

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