Excuse
#15655 posted by madfox on 2015/12/18 03:21:54
me for alladin.
On Leaks
Is it because id wanted accuracy of geometry over usability? Or was this a limitation of the tech at the time?
Out of interest would less leaks occur with relative coords rather than a static grid?
#15657 posted by Lunaran on 2015/12/18 05:45:28
coordinates relative to what?
to each other, or the first brush placed.
Invisible Clipping Volumes In Trenchbroom
#15659 posted by Danrul on 2015/12/18 10:28:54
Is there any way to create invisible clipping volumes in Trenchbroom? There's a lot of stairs in my map and I'd like to cover them in a ramp to smooth out movement if that's at all possible?
#15660 posted by metlslime on 2015/12/18 10:32:03
create a normal brush with the texture "clip" on it, that will do what you want.
However, ramps for stairs are kind of bad in quake because player will slide down the ramp, unlike stairs where you can stand on them properly. Also grenade bounce behavior on ramps is weird and different from stairs, and players will expect stair behavior if it looks like stairs.
Cheers!
#15661 posted by Danrul on 2015/12/18 11:41:19
I'll probably just have to reimagine this section, the buffeting down the stairs caused by always run is too annoying to leave in IMO. Thanks for the help anyway.
MadFox
#15662 posted by Kinn on 2015/12/18 11:53:47
What editor are you using?
@MadFox
#15663 posted by Danrul on 2015/12/18 12:16:43
Working in TrenchBroom atm but I think I wanna move to something more robust. I'm more comfortable working in orthographic views.
Woops
#15664 posted by Danrul on 2015/12/18 12:17:08
My bad spud, still getting used to the format of this forum.
Danrul
Try using stairs with a height of 8 units and 16 deep. That should feel smooth
Danrul
#15666 posted by SleepwalkR on 2015/12/18 12:29:02
TrenchBroom 2 has ortho views, let me know if you want to try it out.
#15667 posted by Danrul on 2015/12/18 13:35:52
@FifthElephant - Cheers spud, thats working out pretty smooth for me.
@SleepwalkR - I'd be pretty interested. Appreciate the offer man.
Send Me An Email Pls
#15668 posted by SleepwalkR on 2015/12/18 13:57:32
Address is in my profile.
Checked Profile
#15669 posted by Danrul on 2015/12/18 14:56:44
No email address showing, website gives me a 403 Forbidden
Whoops
#15670 posted by SleepwalkR on 2015/12/18 15:55:38
kristian.duske@gmail.com
#15671 posted by Lunaran on 2015/12/18 18:09:00
Stairs in Quake are the worst, but second worst is the way the lip of a ramp will pop you into the air as you cross over it. Makes running or fighting on sloping terrain a big pain.
#15672 posted by - on 2015/12/18 18:45:04
Ramps are the worst... Had a nicely trisouped curved path... millions of weird ways it clips and trips you up, so had to remove it and replace it with stairs
#15673 posted by Rick on 2015/12/18 18:49:25
People have been bouncing up and down steps in Quake for nearly 20 years, so I doubt anyone will notice. It does help to make them deeper (front to back) than they are tall and 8 units high will be smoother than 16.
Sock had some nice terrain at the start of Zendar, the way he got around the poor collision was to make clip brushes as stairs. Seems to be a good way of doing it.
#15675 posted by adib on 2015/12/19 01:05:46
My steps are 8 x 24 units for smoothness.
#15676 posted by JneeraZ on 2015/12/19 01:12:57
The trouble I find with 8 unit stairs is that it takes forever to elevate the player. Seriously ...
So many stairs...
#15677 posted by JneeraZ on 2015/12/19 01:14:36
Even going up a standard Quake wall height, 128 units, = 16 stairs!
It's personal preference really.
I sometimes use 8 units, I sometimes use 16. Depends on what I want the map to look like.
#15679 posted by anonymous user on 2015/12/19 02:02:25
http://imgur.com/S8j9qDh
http://imgur.com/PSZD5eU
http://imgur.com/r1m4vWa
(on phone, sorry for no album)
The design of the stairs suggests the relationship between the spaces it connects. You should use what�s appropriate for the level you�re designing
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