Mapping/Ladders

From UFO:AI

Image:Mapping_ladder1.jpg

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.

Image:Mapping_ladder2.jpg

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.

Image:Actorclippositionforstairs.gif

General

  • stepon has the value 0x40000000 (for coders - not for mappers)

Links

Mapping

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