Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Climbing Stairs on BSP Maps

Author
Message
OzBot
23
Years of Service
User Offline
Joined: 24th Feb 2003
Location: Sweden
Posted: 3rd Sep 2003 21:39
Does anyone know how to make models walk up stairs on BSP Maps?
CattleRustler
Retired Moderator
22
Years of Service
User Offline
Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 3rd Sep 2003 21:52
I think its done with the collision, but I am not sure because I haven't tried it yet. It would make sense that if your collision sphere edge is wider than the 90 degree angle that every 2 adjoining stairs make, your character will sort of automatically bounce past the inward angles and traverse the stairs easily like a ramp. I have seen this behavior where I have a wall on my left that I am moving paralell with (up against it sliding) and came to a point where a piece of geometry stuck out 90 deg perpendicular, then turned back 90 to paralell again, and continued on, like one stair but on a wall. My collision sphere was wide enough that by sliding along the wall to the "stair" and just continuing straight, it bumped me to the right a little and then continued without me having to navigate around the bump "stair" - hope you follow me as this might be cryptic

Just make some bsp stairs and mess with your bsp collision sphere until you can traverse stairs with out getting stuck or having to jump.

(I think my response here closely resembles DBP Help Files - I know what I am talking about)

-RUST-
Chenak
23
Years of Service
User Offline
Joined: 13th Sep 2002
Location: United Kingdom
Posted: 3rd Sep 2003 22:04 Edited at: 3rd Sep 2003 22:05
You could do that castlerustler but there's a draw back, you fall straight through the bsp level for no reason at all. Its a bug in the dbpro bsp collision system which i dont think they are ever going to fix.

I suggest using a plane, position it over the steps and rotate it so it covers the steps, then use a collision routine (theres a good one in the code snippets section) to make the object move across it. I haven't tried this but in theory it should work .

Once you start down the Dark Path, forever will it dominate your destiny...
Terabyte
23
Years of Service
User Offline
Joined: 28th Dec 2002
Location: UK
Posted: 3rd Sep 2003 22:11
objects shud atomatically walk upstairs
in my games provided the steps have been done well, the camera or model automatically slides up them. I fthe steps are too big this doesnt work.
"position it over the steps and rotate it so it covers the steps, "
problem is if you have gravity on you end up sliding down the stairs.

>>TerraByte. Putting the Byte back into Terragramming<< If my post has less than 20 typos then it wasnt me who wrote it!
OzBot
23
Years of Service
User Offline
Joined: 24th Feb 2003
Location: Sweden
Posted: 3rd Sep 2003 23:34
Well i got it working, my gravity was to great and it stopped him going up the stairs.
Cheers
OzBot
23
Years of Service
User Offline
Joined: 24th Feb 2003
Location: Sweden
Posted: 3rd Sep 2003 23:36
To stop them sliding down the stairs when gravity is on what about switching off gravity when object collision with BSP Map is true and turning on gravity when object collision with BSP Map is false.
This is what I am going to try next..
regards,
Karl
OzBot
23
Years of Service
User Offline
Joined: 24th Feb 2003
Location: Sweden
Posted: 3rd Sep 2003 23:48


Up he goes
CattleRustler
Retired Moderator
22
Years of Service
User Offline
Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 4th Sep 2003 00:19
Inferno,

I don't agree. The falling thru the map thing is caused by attempting to use normal collision and BSP collision on the same object - they will cancel each other out and then the gravity will cause the fall. I experienced this when testing a 1-dummy-object FP pov thing I am working on. Turns out you need 2 dummy objs, one for BSP col, one for standard col, camera latched onto one of those two objs, and the two objs can't be within col range or strange things happen. I have this exact question posed in BUG REPORTS. I am not claiming I am 100% correct but from my exp so far, there is a cancelling problem definitely with trying to use one object, but possibly when trying to use two separate objects as well. either way bsp collision is fine until you try to mix standard collision with it.

maybe this is what you meant but I have no falling-thru-map problems using 2 dummy objects, only a passing-thru-db objects problem.

-RUST-
Chenak
23
Years of Service
User Offline
Joined: 13th Sep 2002
Location: United Kingdom
Posted: 4th Sep 2003 01:10
Well the collision dont work for me , if the camera or the model goes up a step then the camera just falls through the ground. Maybe i just need to play around with the settings.

What maps are you using? h/l or q3?

Once you start down the Dark Path, forever will it dominate your destiny...
CattleRustler
Retired Moderator
22
Years of Service
User Offline
Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 4th Sep 2003 01:15 Edited at: 4th Sep 2003 01:17
HL made with valve hammer, and HL from HL game as tests

also make sure no other collision type on same object other than bsp, you are using a dummy object right?

DON'T use your camera as your nav object, use a cube or sphere and hide it, latch camera onto that obj.

-RUST-
Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 4th Sep 2003 05:06
@OzBot

If you could release a small example showing this with an alien and a BSP I think that a lot of other peps would find it useful (just the alien walking around a map)

David T
Retired Moderator
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: England
Posted: 4th Sep 2003 20:39
Ozbot: the game is looking great, the textures set it apart from other games of similar calibre

reminds me of metroid prime

Theres no place like 127.0.0.1
There are 10 people in this world, those who understand binary and those who don't
Bus station = where bus stops. Train station = where train stops. Workstation = ?
Kangaroo2 BETA2
22
Years of Service
User Offline
Joined: 23rd Aug 2003
Location: Somerset / UK
Posted: 4th Sep 2003 23:54
David ; They should they are Quake 3 textures Not a flame as obviously he didn't say they were his, I'm guessing he's just testing with a standard bsp!

BSP collisions work fine for me with u5, although I haven't tried mixing collisions yet, I keep hearing there are problems there

BTW - OzBot (or any one else reading), if you're making a game for the compo, good luck

Quikly Studio Pro. Soon. Honest.
OzBot
23
Years of Service
User Offline
Joined: 24th Feb 2003
Location: Sweden
Posted: 5th Sep 2003 12:08
Kangaroo2 BETA2 is correct. I am just testing a bsp map (Quake 3)to get the basic movement of 3rd perspective correct, which I think I have managed. I will be using my own maps created with CSHOP3, and it should be of the same standard. CShop is pretty good, and we have some good textures.
Luck to you all enetering

Login to post a reply

Server time is: 2026-07-23 12:10:24
Your offset time is: 2026-07-23 12:10:24