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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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So 
Iris doors involve maths. Hypotenuese etc.

I got lazy and used a prefab - the lip is difficult to work out. 
Your Prefab Madfox, Thanks. 
 
Ijed: 
that's the problem, yes.

the alternative is to set the movedir directly in the map file, but that requires a quakec change (since as written, a func_door always calls SetMovedir() which clobbers any movedir you set in the map file.) 
They 
Can't be vertical either. I did consider adding a flag to doors, but it seems a bit overkill.

I already have a func_door_model, so maybe that's the cleaner solution. 
Iikka's Ikspq3 Iris Doors 
He uses a lip of 49 and -49 equally on the
8 doors. Maybe the bounding box of each of
his doors are the same size to get that lip.

Otherwise its movement seems perfect, without
gaps. 
Madfox' 
Example has a total of four different lip values with the opposite pieces moving on the same axis being the same.

None of the values are negative either.

A .mdl solution is a maybe, but not ideal since I'll have to fake the collision. An external bsp could either prove impossible or the solution to everything... 
 
Yea, it's just those 4 doors that move at 45 degree angles that have a lip thats hard to get right. Maybe Iikka's brush model at the corners (45 degree) have multiple brushes to change its bounding box, thus making it easier to figuring out the lip. 
Ijed: 
if you modify the qc to set the movedir yourself, you can make vertical iris doors too. 
Good Point 
And I do have a place for a vertical one that would be very cool since the player is thrown through it as it opens by a trigger_push into a large section of pipe beyond.

Will have to think about this. 
Like A Diafragma... 
The prefab of the irisdoor was a rather strange collector item as I couldn't find it in the Qoole prefab directory.

I saw it once in 2004, when the Qoole side still excisted. I couldn't find it as it was in qml format. When I finally found it I realized all the lip sizes were in it, and I even understood less from what I saw.
Glad I could find it in my dusty archive.

I tried a vertical irisdoor with func_trains,
but it really gave me the creep. 
Hm 
func_train works in theory. Would be a lot of pissing about on a very small grid though. 
Path_Corners 
I am having trouble with my Ogres.

Going upstairs he is OK but when he returns, he seems to get stuck and twizzles around on one or two of the steps. He looks like he is searching for the way down but never finds it. Other monsters, such as knights and hell knights, are fine and follow the same path_corners without any trouble.

Is this a bounding box issue and do I need to allow more room on one side going in one direction?

For instance, I seem to remember that in the xy view, the lower left hand corner of the path_corner is significant. But could there be relevance to the direction of travel so that I should allow more room on one side in one direction but more room on the other side in the opposite direction?

There is only one monster on this path and no other monsters can cross the path, or otherwise get in the way of the ogre. 
 
Well, Hell Knights have the same bounding box as the Ogre so I'm not sure what could be going on... 
Well 
id1 Ogres as the same size as a Shambler, so if there's a bottleneck smaller than 64 units they can get stuck. 
 
If you use your own progs, you can simply give ogres the smaller bounding box. 
Willem 
No they don't. Hell knights use the smaller box, ogres use the larger box.

If the ogre is going up fine, but not down, then you need to raise the ceiling by the height of the step. If it still doesn't work, then keep increasing the ceiling height. But 1 or 1.5 x height of step should be enough.

For gb's suggestion to work, you would need to make them use the smaller box. And yes, they do completely fit inside it. 
 
in order for a monster to take a step, it has to have it's 4 corners of it's bbox 'on ground'. the monster is allowed some leeway, but if the steps are too short, it would have to 'skip a step' which makes the vertical distance too far down.

essentially, the big monsters need bigger steps. :P 
Lardarse 
obviously, without seeing the map, i can't be sure, but i don't think it's a ceiling issue.

the check when walking up a step is different from when walking down.

it is allowed to step up more than it is allowed to step down. 
 
Aaah yes, I think you might be onto something.

When stepping up, the front corner(s) need to be moving into something, and have a place to stand that is less than maxstepheight (there is a cvar for this, default is 18).

When stepping down, however, it's something like the middle of the box needs to be above a point that is no more than maxstepheight away, while the back corners are still on the top step.

This suggests that the only thing that will work, is either a smaller bounding box, or wider/shallower stairs. 
 
"in order for a monster to take a step, it has to have it's 4 corners of it's bbox 'on ground'. the monster is allowed some leeway, but if the steps are too short, it would have to 'skip a step' which makes the vertical distance too far down.

essentially, the big monsters need bigger steps. :P"

Are you sure? Ogres can navigate standard sized stairs in most maps that I've made. I've never had a situation where I needed to make stairs deeper to accommodate the bigger bounding box ... or maybe I've been doing it just automatically and not running into this. I dunno! 
Upstairs, Downstairs And In My Lady's Chamber 
So I guess that I'll stop trying to get the ogre to walk down the spiral(!) staircase then.

Mind you, he looks quite funny when he is twizzling on a couple of stairs (he sort of dances between them) and I may leave him there just to give the player a laugh before he blasts the ogre's head of with both barrels.

Thanks for your help everyone. 
Spiral Stairs? 
That clears it up :) 
 
spiral, yeah. monsters have even more trouble navigating down stairs that are at an angle. even if all the steps are 45 degrees.

remember that bboxes don't rotate, so when the square bbox hits, say, a 45 degree angle, his leading corner will be even further out than usual (owing that it's a diagonal relative to the 45 degree step). you need to make your steps even bigger in that case.

note that if your steps are in an L shape, they can have trouble on the corners of the steps as well.

willem: now that we know that the map has spiral stairs, it's probably more owing to the non-right angled stairs, but you can see this for yourself by building a stair that is 16 units high and 16 units long. small bbox monsters should still be able to use it, but large bbox monsters will treat it like a ledge. 
Closing The Loop... 
http://img202.imageshack.us/img202/287/fitz0017.jpg
http://img94.imageshack.us/img94/3716/fitz0018.jpg

"He was twizzlin' away, 'till the closing of day, and singing a smoke-twizzlin' song. There was an aeroplane circlin' but he didn't notice at first, 'cause it was so cunningly disguised as a dragon." 
 
trigger_monsterjump (or whatever it's called)

SOLVED! 
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