Having problems using clip
Having problems using clip
I'm trying to make a ladder but I can't get clipping to work to my advantage. Can someone explain to me how to make a ladder using the clip texture?
Please tell us what you tried, then it is easier to see what went wrong.
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You really shouldn't be using GLQuake for anything. If you want to use a vanilla Quake engine, you should be using one of the software Quakes instead. There are just so many problems with GLQuake, and a map produced for GLQuake, and that has only ever been tested in GLQuake, will likely look very different even in vanilla software Quake.
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We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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An engine closer to original GLQuake but with lots of bugfixes and used a lot by the mappers at func_msgboard.com is FitzQuake.
Other fine option is, of course, mh's DirectQ.
Also, I highly recommend you to use Bengt Jardrup's ports of QBSP, VIS and LIGHT utils.
Other fine option is, of course, mh's DirectQ.
Also, I highly recommend you to use Bengt Jardrup's ports of QBSP, VIS and LIGHT utils.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
I'd personally recommend FitzQuake over DirectQ for mapping work. Fitz has features specifically designed to assist mappers, whereas DirectQ tends to be aimed more at players (the only advantage it has over Fitz for mappers that I can think of is unlimited particle support - handy for pointfiles).
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
Hi UFIA, it's xavior...
Regular quake, as mentioned, does not support ladders as such. However, I assume you were looking to make one for megatf coop? If so, what you need to do is surround your "ladder" with a trigger called "func_lader".
Basically to do this (in worldcraft) you need to surround your ladder with a box using the block creation tool, making sure you have the "trigger" texture selected. After that, select your created block and click entity=>to world (which is somewhere on the right-hand side in my wc install) and call the classname "func_ladder".
I suggest you grab the latest mtf coop to test this using a local server. MVDSV XE can be downloaded here and the latest megatf coop can be downloaded here.
Regular quake, as mentioned, does not support ladders as such. However, I assume you were looking to make one for megatf coop? If so, what you need to do is surround your "ladder" with a trigger called "func_lader".
Basically to do this (in worldcraft) you need to surround your ladder with a box using the block creation tool, making sure you have the "trigger" texture selected. After that, select your created block and click entity=>to world (which is somewhere on the right-hand side in my wc install) and call the classname "func_ladder".
I suggest you grab the latest mtf coop to test this using a local server. MVDSV XE can be downloaded here and the latest megatf coop can be downloaded here.
To answer the actual question, to make a ladder out of clip brushes...
1) Build the physical ladder out of brushes - rungs, whatever.
2) Make a stair out of brushes with the clip texture. This will give you an invisible stair. Make a flight of stairs the height of your ladder, each step 16 units higher than the preceding step.
3) Make the entire flight of clip-textured stairs narrower. Try perhaps reducing each stairs' thickness to 2 units (on a 2 unit grid). As a result, you should have a very flat flight of stairs that is still the height of your ladder, and all invisible because of the clip texture.
This tall, narrow set of invisible stairs is placed in front of the ladder. The player will think he is climbing the ladder, while he is really just running up a set of very narrow invisible stairs.
Cheap trick, works in vanilla Quake.
If you're mapping for a mod that has func_ladder or something like that, you just make a brush as high as the ladder, with the trigger texture, and turn that into a func_ladder or whatever it's called in your mod.
Edit: with this latter method, make sure the trigger brush is extending a little further than the actual ladder, so a player will always touch it while moving up the actual ladder.
With both methods, you have a physical ladder out of normal textured brushes, and then either the flight of clip textured stairs, or the trigger textured brush.
For the func_ladder, you only turn the trigger brush into a func_ladder. The physical ladder is not turned into a func_. For now at least.
Once you have the ladder working, you can turn the rungs into func_walls to save vis time.
1) Build the physical ladder out of brushes - rungs, whatever.
2) Make a stair out of brushes with the clip texture. This will give you an invisible stair. Make a flight of stairs the height of your ladder, each step 16 units higher than the preceding step.
3) Make the entire flight of clip-textured stairs narrower. Try perhaps reducing each stairs' thickness to 2 units (on a 2 unit grid). As a result, you should have a very flat flight of stairs that is still the height of your ladder, and all invisible because of the clip texture.
This tall, narrow set of invisible stairs is placed in front of the ladder. The player will think he is climbing the ladder, while he is really just running up a set of very narrow invisible stairs.
Cheap trick, works in vanilla Quake.
If you're mapping for a mod that has func_ladder or something like that, you just make a brush as high as the ladder, with the trigger texture, and turn that into a func_ladder or whatever it's called in your mod.
Edit: with this latter method, make sure the trigger brush is extending a little further than the actual ladder, so a player will always touch it while moving up the actual ladder.
With both methods, you have a physical ladder out of normal textured brushes, and then either the flight of clip textured stairs, or the trigger textured brush.
For the func_ladder, you only turn the trigger brush into a func_ladder. The physical ladder is not turned into a func_. For now at least.
Once you have the ladder working, you can turn the rungs into func_walls to save vis time.