Game Development Community

Step problems

by Richard Pettyjohn · in Constructor · 04/09/2007 (5:31 pm) · 3 replies

How would I go about making steps?

The problem is the player can't pass the slightest bump. Anyway to fix this?

Example of what I'm talking about:

. . . . . . . . . . . . . . . . . . . . . . . . . . . . player gets stuck here
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . \/
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . _______________________
_____________________________________|######################
############################################################

# = Interior

#1
04/10/2007 (11:21 am)
I made some steps in constructor using the Orc nearby as a reference shape so that I would have them at what I felt was about the right scale - and after exporting to TGE, he was able to run all over it in starter.fps.

Obviously if you had a completely different player, this might not work for you but this was the simple method I used.
#2
04/10/2007 (3:52 pm)
Hmm... maybe my steps were to big then. Did you alter one cube to make your steps or did you make a whole bunch of different sized ones (just curious as to what would be easier and more efficient)?
#3
04/11/2007 (12:55 am)
I think you're best off using a brush for each step. The only way to make the stairs out of one brush is to do multiple subtractions, which will effectively get you the same results (lots of brushes), but may also produce excess polys and other strange artifacts. The general rule in modeling is only boolean (create a shape from the interaction of multiple shapes) if you absolutely have to; even professional programs like 3d studio tend to create problems with excessive boolean use.