Posts | ||
---|---|---|
How to smooth out walking through door frames? | Locked | |
Thread Options | ||
Aug 25 2011 Anchor | ||
Im pretty new to level design and im trying to find out what you need to use in order to allow players to smoothly move in and out of doors without getting stuck/bumping into the door frames. Thanks |
||
|
Aug 25 2011 Anchor | |
|
Aug 25 2011 Anchor | |
Source and unreal have some entities that previews the player size -- °w° |
||
Aug 25 2011 Anchor | ||
@ macacos2 I'm using source. @ Sigma. Ye at first my dimensions were all wrong when I started mapping. I've fixed that by setting all my doors to a standard height and width I found on some guide, and now they look fine and I can easily walk through them. Its just when im e.g running through a door and I'm too close to the door frame I get stuck . Isn't there a way to prevent collisions with door frames by making the player bounce/slide or something? |
||
|
Aug 25 2011 Anchor | |
Weird. I'd suggest remaking the door frame while using the Info_player_start/the Door model as a reference. I don't fully understand your issue. Here's an incredible wiki, if you haven't heard of it already. It might help you a lot: Edited by: macacos2 |
||
Aug 25 2011 Anchor | ||
Thanks for the reply. Sorry if I havn't explained it well; its not a bug at all and its not incorrect dimensions resulting in the player not actually being able to fit through the door. My doors are 96 units tall and 64 wide as suggested in cstrike-planet. It's not like I get stuck and I cant move, its just that if I walk too close to a door frame I've got to move a little left/right to continue to move through the door, looking at other maps this issue seems normal as players should be be able to walk straight through a door but I was hoping to add something round the door frame (presumably a brush) to stop these kind of collisions from occurring so players could more easily pass through doors without having to worry as much about hitting the door frame |
||
|
Aug 25 2011 Anchor | |
Maybe make angled invisible brushs in the doorframe? Im not really familiar with Hammer, but Worldcraft is like 90% the same, and there is a clip/caulk texture that is invisible but collides with the player. So maybe if you make triangular cylinders on the door frames it might help. Or a 4 sided cylinder to avoid stopping the player if he is walking parallel to the doorframe but not through it. |
||
Aug 26 2011 Anchor | ||
I think that would work great. In hammer that texture I'm told is called playerclip so ill just play with it a bit then see what works. Thanks again everyone. |
||
Aug 26 2011 Anchor | ||
Clip should do it. You can't look at the Valve maps but if you take a look at the Doom 3 maps (if you have it) you'll see pretty much everything is playerclipped. Same with Quake 3 (Quake 2 not as much) just to avoid what you're seeing. Plus then you can use detail brushes (Source use those?) to reduce the compile time. -- Go play some Quake 2: q2server.fuzzylogicinc.com |
||
|
Aug 26 2011 Anchor | |
I have had my fair share of this issue myself... Unreal maps are generally built to be twice the normal size, where in FPS perspective it looks fitting, yet in 3rd person perspective you can see the difference, and how small it makes the player look. So generally I like to build maps on a more realistic scale which in turn gives me some of these issues with doorways. Getting to move through the door successfully is a pain, so just need to compensate for it. |
||
Aug 27 2011 Anchor | ||
Im finding using the playerclip triangular cylinders on the door frames + angled door frames that are connected to the playerclip are working and it keeps it simple 2. Im also realizing that there really is only so much I can do to help a player walk through a door lol |
||
|
Aug 27 2011 Anchor | |
Door frames are 112 units high and 64 units wide, or something similar to 64 units wide. Make a "prop_door_rotating" and when it asks for a door model, open the model browser and type in door, then go for "door1_left". This will make a real door with a lever and sounds, and it'll be the exact size you need it to. As far as frames go, they should be two units thick. |
||
|
Aug 29 2011 Anchor | |
perhaps you could give the vmf file up for some experienced mappers to check? -- Beginner mapper with source - msg me with any tips or tricks you've learnt that could trim my learning curve! |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.