Mapping/Ladders
From UFO:AI
< Mapping
As you can see on the image the step-on surface is bigger than the stairs. In the lower left view this is highlighted. This is needed because the soldiers needs to be completly inside the step-on surface to go upstairs. If you miss the clipping area below the stairs the soldier might fall through the stairs.
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Notes
- The stepon brush must not start between the floors. The brush must have its origin at z-axis 0, 64, 128 and so on - a stepon that start e.g. at z-axis 12 may lead to problems. The same applies for the actorclip brushes (named playerclip in the images).
- Ideally the stepon brush must end one level above the stair (ie if the stair goes from level 1 to level 2, the stepon should go from z=0 to z=128)
- The stepon brush must include a full square (32x32) in front of your stair at the lowest floor as shown above (otherwise it may works ...or not depending on the stair)
- Use the texture convention to make it clear which brush is which:
- stepon => tex_material/c_blue
- actorclip => tex_material/c_orange2.
- Do not make stairs too steep. Angles of less than 45 degrees should be fine.
- keep the understair actorclip sufficiently below the stairs, as shown by the white mark below.
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General
- stepon has the value 0x40000000 (for coders - not for mappers)
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