The stair hop...
by Shane McLeod · in Artist Corner · 09/03/2002 (4:45 pm) · 12 replies
Any suggestions on the easiest way to make climbing stairs smooth?
In our map, we have many stairs and due to collision, we have to jump to climb them.
I'm sure it's more simple than the way I'm thinking about doing it.
In our map, we have many stairs and due to collision, we have to jump to climb them.
I'm sure it's more simple than the way I'm thinking about doing it.
About the author
#2
09/03/2002 (5:13 pm)
This was something I had a problem with. A lot of people will be changing the size of some objects for various reasons when making maps. Really, there aren't a lot of problems with this, aside from stairs. I may want to make a really huge tower, but how am I going to get to the top of it when I have to jump to get on top of each stair? It's pretty inconvenient being limited in this way. Why not just make models of pieces of stairs, so that they can be stuck together within other structures, instead of making the stairs part of the structures themselves?
#3
09/03/2002 (5:30 pm)
use teleports instead, :) (i like matt's idea too.)
#4
I'll have a play with such a beast and let you know.
Phil.
09/03/2002 (5:32 pm)
There's really no reason that we cant make a trigger that allows climbing (almost like a physical zone).I'll have a play with such a beast and let you know.
Phil.
#5
The FPS guy was able to traverse them as smoothly as if they were a ramp. I've since deleted the steps and used a ramp instead (Since our game has stationary players, the steps would only be for the looks--and a nicely textured single cube should take the place of the 60 or more cubes of the steps). I'll try to recreate it and hopefully will work for you. This is done in QuArK:
Create a cube that is 300w x 120h x 120d. The 300w doesn't matter--it is only how wide your stairs will be. The height and depth do, though.
With the cube still highlighted, right-click and click on "Stair". It will put 8 steps within your cube.
I don't think you will have to disassociate the stairmaker from the cube before compiling, but if you need to do it right click on Stair Maker in the list and hit "disassociate".
Hope this helps.
Eric
09/03/2002 (7:48 pm)
While doing an Aztec temple recently (in QuArK), I made a bunch of steps to lead up the outside of the pyramid. The FPS guy was able to traverse them as smoothly as if they were a ramp. I've since deleted the steps and used a ramp instead (Since our game has stationary players, the steps would only be for the looks--and a nicely textured single cube should take the place of the 60 or more cubes of the steps). I'll try to recreate it and hopefully will work for you. This is done in QuArK:
Create a cube that is 300w x 120h x 120d. The 300w doesn't matter--it is only how wide your stairs will be. The height and depth do, though.
With the cube still highlighted, right-click and click on "Stair". It will put 8 steps within your cube.
I don't think you will have to disassociate the stairmaker from the cube before compiling, but if you need to do it right click on Stair Maker in the list and hit "disassociate".
Hope this helps.
Eric
#6
09/04/2002 (2:01 am)
hmm, like matt says, your stairs are too big. i created a tower with a "Wendeltreppe" (round stairs) (don't know the english word) and the stairs work perfectly fine.
#7
09/04/2002 (8:59 am)
16-unit-high stairs (in WC) and less are climbable normally, FYI.
#8
09/04/2002 (11:23 am)
All great info. Thanks a million. We'll try the stair maker, that sounds like a sure bet.
#9
Tokrz
'Do it once, do it right and never do it again'
09/16/2002 (1:46 am)
what I do on all my stairs is and a triagular brush on each step that does not actually touch any other brush, use your smallest grid setting for these, then cover them with the null texture. This looks great and creates a smooth transition going up/down stairs.Tokrz
'Do it once, do it right and never do it again'
#10
http://www.valve-erc.com/resources/?page=dimensions
09/18/2002 (8:32 pm)
If you need scaling information for using World Craft refer to the following link.http://www.valve-erc.com/resources/?page=dimensions
#11
I use a PNG that has a 0,0,0 alpha for an invisible texture. Then I cover the ramp over the stairs with it.
Sorry to grab the subject.
Matt
09/19/2002 (9:49 pm)
I thought NULL texture was for the exporter. I was under the impression that it told the exporter not to build that area of the map. Hence the null texture was not an invisible surface. I have tested it with a cube. If you make a cube then surface the top and bottom with NULL and the sides with somthing else then export you will get a "Surface" count of 4. So NULL is for the exporter and not for ingame geometry or invisible texture.I use a PNG that has a 0,0,0 alpha for an invisible texture. Then I cover the ramp over the stairs with it.
Sorry to grab the subject.
Matt
#12
03/04/2010 (9:11 am)
just seeing this now... i was also under the impression that NULL was for an invisible surface but one you could collide with.
Torque Owner Matt W
A way (if you want playability over realism) to get around oversized stairs would be to apply a null textured detail brush to make the stairs more like a ramp.