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How to smooth out walking through door frames? (Forums : Level Design : How to smooth out walking through door frames?) Locked
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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

macacos2
macacos2 maps at the speed of a crippled turtle
Aug 25 2011 Anchor

What engine are you using?

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Arxae
Arxae Resident Stepmania Freak :D
Aug 25 2011 Anchor

Source and unreal have some entities that previews the player size :)
Otherwise, just guess, try and modify :p

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°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?

macacos2
macacos2 maps at the speed of a crippled turtle
Aug 25 2011 Anchor

Blo_b wrote: 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?


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.
If you're not making a serious map and you don't feel like remaking the door frame, just make a trigger_push to blow the player away if he stays by the door for too long.

Here's an incredible wiki, if you haven't heard of it already. It might help you a lot:
Developer.valvesoftware.com

Edited by: macacos2

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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 :)

Ghost_Fang
Ghost_Fang Jack of All Trades
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.

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Joe_Shmoe
Joe_Shmoe working on something =P
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.

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Aug 27 2011 Anchor

Ghost_Fang wrote: 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.


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

AdrianL1996
AdrianL1996 Source Mod Developer
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.

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felixninja
felixninja Beginner mapper with source
Aug 29 2011 Anchor

perhaps you could give the vmf file up for some experienced mappers to check?

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