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DarkBASIC Professional Discussion / BSP steps....I cant get it to walk up them

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Goldeneye Nemesis
23
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Posted: 11th Jul 2003 15:23
Hello Guys,
I’ve been working on the goldeneye remake project, its coming along swimmingly. It’s got BSP collision now, which works great apart from a few areas where you fall through the level. But, my main problem is, I can’t walk up steps, even tiny ones! (See pic)

I want to use the 'SET BSP COLLISION HEIGHT ADJUSTMENT' command, I think this will fix it, but no matter how I use that command, it doesn’t work.
The setup uses a cube as the collision object; the camera is just re-positioned to the coordinates of the cube (plus a height adjustment). I needed the cube object for other object collisions in the level.
Anyone got any ideas?
Vulcan Omega
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Joined: 17th Dec 2002
Location: United Kingdom
Posted: 11th Jul 2003 16:25
Hi there,

I had the same problem, what I did was alter the collision radius using the command:

SET BSP CAMERA COLLISION RADIUS

You may have to change the values to just get it right.

Also you could use Guy's BSP ENTITY TOOLS from http://www.realgametools.com

And place an entity at the stairs.
You then could read the location of the stair and tell your program that it must use some sort of stair code etc

I method I found was to increase the speed of the player, so you would be able to get up the stairs.

Also in your map editor, try adding more steps to your stair. I found this quite good.

So it is more of trial and error and see what works best for you.

I eventually just gave up ( I may try again though).

So I would suggest that you use ramps.

I remember when playing Halo, it doesn't have stairs at all in the game.

I hope that helps ya out.

Vulcan Omega is closer than you think !
http://www.vulcan-omega.co.uk/
Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 12th Jul 2003 00:47
I think Mike mentioned some changes to the BSP collision system. When, I don't know.

Chenak
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Location: United Kingdom
Posted: 12th Jul 2003 01:52
I recommend not using steps cos theres a collision bug, if you walk up a step, then eventually you'll fall straight through the level

Once you start down the Dark Path, forever will it dominate your destiny...
Goldeneye Nemesis
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Posted: 13th Jul 2003 20:55
yea, I know, Ive had a few 'fall through level' problems, but this is really annoying. Its a goldeneye remake so steaps are a MUST, they're everywhere.I suppose the only way would be to make BSP ramps and add the steps at object level, but this would screw with my object collision.
Im at a loss, do yo think I should email the guys who made DBP and see if there's gonna be a fix for this in patch 5?
Shadow Robert
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Location: Hertfordshire, England
Posted: 13th Jul 2003 21:09
andy... i saw a demo when dbpro was pretty new that had stairs but they were just for show, underneath was a plain - it ment you slide down the step with the collision on, but its one possibly solution until they fixx the problem.

Goldeneye Nemesis
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Posted: 14th Jul 2003 16:43
Thanks raven, yea it’s an idea I’ve been toying with, but sliding down the 'fake' steps really looks bad. It says there's a way to stop this in the help files but Vie found no way to do it
Well I'll keep playing and hopefully Ill work it out. If I do Ill post the source code so everyone can see as it seems that no one is having much luck with BSP
Complex
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Posted: 16th Jul 2003 15:49
Hey Andy,

What editor and compilers do you use to create your maps? I'm having difficulty compiling a BSP which DBPro will load properly.

If anyone else has any recommendations feel free to add them. I've met a few people having probs with BSP

Thanks

All your base are belong to us
Rob K
Retired Moderator
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Posted: 16th Jul 2003 17:04 Edited at: 16th Jul 2003 17:07
The collision problem only occurs if you approach a step at a 45 degree angle, and the wall / step that you are aiming for is below a certain height.



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As you can see from the above ASCII diagram, by having two objects, X and Y, you can check to see if, when Y collides, whether the user is hitting a step (the first example), or a wall (second example)

keeblerElf
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Location: United States
Posted: 16th Jul 2003 18:08
You could use a ramp as a seperate object and make it invisible then just place it around the level where your stairs are and make the player interact with the ramp instead of the stairs

TheCyborg
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Location: Denmark
Posted: 16th Jul 2003 18:53
They do that in GTA3 and Vice City too. When you come to some stairs in a car and the cars lights hists the stairs, you can see that the collision box is just a plane lying on top of all the steps. And if you look REEEAAAL close on the stair when walking on it you can see your charactor floating a few inches above the steps...


Not up yet --> http://thecyborg.t35.com/
Goldeneye Nemesis
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Posted: 18th Jul 2003 13:28
Thanks for all the replies people. I think I might have to use an invisible ramp, is just a pain cos I like bobbing up the stairs. It seems like a bit of a kludge to ramp them all.Perhaps patch 5 will sort it, just have to wait and see. A few of the maps are half-life ones that I 'borrowed' from an old HL mod that seems to have disappeared. Ill remake them in good time, but its good for testing. In the meantime, here's another screeny to wet your apetites

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