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Author Topic: Stairs question for bsp modelers. (7 messages, Page 1 of 1)
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SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 22, 2011 06:29 PM    Msg. 1 of 7       
Looking for info about modeling stairs. Turns out I've never had to really model functional stairs before. It's just been ramps-- ya know, halo 1 has a lot of ramps.
My stairs, as they were originally, caused mobility problems for the player and AI don't pathfind over them.


So I tried this:


^ The purple is a transparent shader and the actual stair faces (and the triangles between them on the walls) are render-only.
Amidoinitright? Also, general stairs/ramps topic.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 22, 2011 06:33 PM    Msg. 2 of 7       
Yeah thats right, just make the overlay ramps have player clipping material.

You might have a problem with AI though, they might not pathfind over them correctly.
Edited by Higuy on Sep 22, 2011 at 06:33 PM


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Sep 22, 2011 07:10 PM    Msg. 3 of 7       
I just make a metal flat generic* shader
the * makes it a collision only material, so the ai might pathfind better over it than the playerclipping material.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Sep 22, 2011 07:43 PM    Msg. 4 of 7       
Apparently you can use the @ property to make the stairstep's shader a "large collide-able form." (complete with footstep sounds, unlike playerclipping)

I personally just use playerclipping over my stairs.
Edited by OrangeJuice on Sep 22, 2011 at 07:45 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 23, 2011 03:27 PM    Msg. 5 of 7       
Well, I'm not sure if AI pathfind over playerclipping or large collidable forms, since they don't want to pathfind over things like sky or ladder materials.
When I use the transparent shader method, the render-only material isn't rendered (not inside the skybox).
I was thinking about making the transparent stuff a double-sided material like glass; AI pathfind over glass fine.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Sep 23, 2011 10:54 PM    Msg. 6 of 7       
Quote: --- Original message by: SlappyThePirate
Well, I'm not sure if AI pathfind over playerclipping or large collidable forms, since they don't want to pathfind over things like sky or ladder materials.
When I use the transparent shader method, the render-only material isn't rendered (not inside the skybox).
I was thinking about making the transparent stuff a double-sided material like glass; AI pathfind over glass fine.



Exactly the answer. Detach the faces, make them two sided using % still using a blank shader and it will work fine ;)


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 23, 2011 11:54 PM    Msg. 7 of 7       
Yeah, did that earlier today after I posted and it works perfectly.

 

 
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