Mike
#10723 posted by negke on 2011/01/16 21:35:10
I think the item needs a ground that's at least four units wider than the bbox - 40*40 in this case. No "fell out" warning suggests the armor only falls through the bar and ends up on the floor below. If you don't want to make the bar wider or make it two, you could use one of those self-removing func_walls to make the armor float on the bar.
Ah, More Armour
#10724 posted by Mike Woodham on 2011/01/17 00:27:05
And the armour needs at least 32 head-height
#10725 posted by kaffikopp on 2011/01/17 07:19:54
@JPL: I understood it was a clipping issue, but I didn't get why it was occuring. As I said, I removed the copied stairs and remade them from scratch (and yes, on grid), removed the brushes surrounding the stairs in case they for some reason caused the issue, but it still didn't work. And it only happened to that particular step, no others. Turning them into func_walls did nothing, so I ended up doing as you said and made a small clip brush in front of the offending brush, and that seemed to do the trick. Still have no idea why it occured in the first place though...
Bernsten
#10726 posted by JPL on 2011/01/17 09:51:49
Glad you found a solution ;)
Mike
#10727 posted by negke on 2011/01/17 10:14:43
All items need a total height of 60 (4 higher than their bbox). So maybe the 16 bar wasn't the problem, just the low ceiling? This my editors that only display the models are counterproductive and the reason so many maps have missing items and stuck monsters.
#10728 posted by negke on 2011/01/17 10:15:14
*This is why
Berntsen
#10729 posted by ijed on 2011/01/17 13:15:07
Which wall did you have to hug in order to walk up normally?
The fact that you could jump up them makes me think it's not a clipping issue with the geometry in that shot, but with something else intruding into the space.
That the stairs were copied and working elsewhere is suspicious as well.
The clip brush is a slope?
Also, I can't tell from the shot, but it looks like on the right the interesection of the brushes might be off grid. I doubt that'll cause the problem you were having, but its worth bearing in mind that on grid doesn't just mean the corners but also where the edges of brushes cross each other.
#10730 posted by negke on 2011/01/17 13:27:52
I think it's more or less one of QBSP quirks. It doesn't matter if the stairs work somewhere else in the map or anything. Inexplicable clipping at brush edges tends to occur as a becomes more complex maps. Usually at horizontally angled (45�) walls - that's why it's recommended to hug all of such walls or columns once during beta ttesting. Sometimes c/p or remaking the area in question helps as the new brushes are then at the bottom of the .map file. Putting a thin clip wedge at the conflicting spot is the most reliable solution (for sometimes rebuilding the area only makes the clipping issue go away temporarily). You may find that blocking most of the map out with a large brush will make the stairs work fine, but once the full map is compiled again, it'll be back.
Negke
#10731 posted by Mike Woodham on 2011/01/17 21:04:00
Yup, you're right. Raised the ceiling and the 16 wide bar is fine. Thanks for the (tee hee) heads-up.
Hrm
#10732 posted by necros on 2011/01/18 02:22:51
items could really have used a 'nophysics' flag. most of the time, they will never ever have physics run on them; they could have just been set to movetype_none.
Silent Teleport
Quoth entities etc.
Possible to teleport the player but make it completely silent? (Removing the particle effect would be a plus)
Nope
#10734 posted by necros on 2011/01/18 08:02:39
#10735 posted by kaffikopp on 2011/01/18 09:59:31
@ijed: Could hug both the concave wall on the right and the convex on the left. I as well thought it could be someting other than the stair in question that caused the issue, that's why I tried deleting the step to see if the issue persisted. And nope, as soon as it was gone nothing blocked the player's movement. Again, the error occured even if I remade the step from scratch.
The clip brush is not a slope, here's a picture of how it looks in the editor: http://img339.imageshack.us/img339/1210/quarkclipping.jpg
With the intersecting brushes, I take it you mean where the curvy white walls meet? They are in fact on grid, both the corners and the intersection.
@negke: So as the amount of detail in maps increases, so may issues like these? If I block out certain details with completely square clip brushes (such as lightning fixtures or computers dug into a wall) throughout the map, would that help eliminate such errors? I was thinking of doing this after I finished up the entire map's brushwork, but maybe I'll do it earlier.
Also, my map is now fullbright because I haven't bothered sealing it yet, the outside areas have no sky for instance. Could the amount of faces (i.e the ones pointing out towards the void that would otherwise not be rendered when the map is sealed) contribute to the error at hand?
Is That Quark?
#10736 posted by SleepwalkR on 2011/01/18 11:35:39
That looks like Quark. Doesn't that editor use fractional coordinates for brush faces and thus needs its own BSP compiler? Maybe that compiler simply has more bugs than the more evolved versions that we have today?
#10737 posted by kaffikopp on 2011/01/18 11:53:00
Yeah, it's Quark. I don't know if it needs to use a different BSP compiler, I use Txqbsp and I've had no other problems than these stairs so far.
Berntsen
#10738 posted by negke on 2011/01/18 12:47:56
The issues may potentially come up, but they really seem to occur quite arbitrarily. Blocking off geometry with clip brushes will not fix them. Sealing the map may. Ultimately, what you did with the extra clip step is the way to go.
Hm
#10739 posted by ijed on 2011/01/18 14:50:30
Then it seems Negke is on the right track then. I've not come across this type of error before although I use WC.
It's possible that the additional brushwork / faces outside the map are affecting the hull creation process, I spose.
The player is basically a box, so could be that there's just weird collision clipping.
Continuing My Adventures...
...into asking about stuff that isn't possible.
Can you spawn monsters with less or more health than normal? Or a possible way to change it once they've spawned...
A further question (much more answerable I assume :p ) is how does Chthon actually work, the entity guides I've found just mention something to do with event_lightning but no details.
#10741 posted by Spirit on 2011/01/19 17:56:35
Ooh, Cheers
Monsters Spawning With Less Health...
#10743 posted by rj on 2011/01/19 19:17:25
trigger_damage them :)
for more health... you can use the armorvalue/armortype hack in post #19 of the thread spirit linked to, or alternatively just a trigger_damage with a negative value)
the chthon question is probably less answerable :P it's messy. i did it once but ballsed if i can remember how; if i had to do it anyway i'd probably just dissect the e1m7 source and work from that
Less Health
#10744 posted by negke on 2011/01/19 19:31:08
= negative armorvalue
It's That Simple?
Nice.
Someone make a mod where poison works by giving the player negative armor.
Sweet, Thanks Guys :D
Got a killable via conventional stuff chthon working. Would still be interested how he's supposed to work however :)
If You're Using Quoth
#10747 posted by necros on 2011/01/19 21:41:49
use a trigger_hurt with 'cnt' '1' and set 'dmg' appropriately.
note that players can still hit these triggers too, so you'll have to be careful how you do it.
as for chthon... fuck, if i know, and i've been mapping for quake for like a decade. >_<
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