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FPSC Classic Models and Media / Bamboozled by stairs...

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Kerithion
18
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Joined: 17th Jun 2006
Location: Scotland
Posted: 26th Nov 2006 23:11
I've spent alot of the weekend attempting to create custom stairs. Without a whole lot of success. I've checked the forum for threads on the subject, but i'm still deeply, deeply confused.

The modelling side of it seems straight-forward enough. It's once I've got my model made that I run into trouble. I can't work out what it is that "creates" the "stairiness" - ie: allows the player to walk up them, rather than into them. I've attempted to dissect existing stair files, but cant work out what differentiates them from other types of entity. Is it a scripted difference? Something perhaps done in entity creator? Because my staircase ends up being as effective as an oddly shaped lump of stone when I drop it into my map.

If someone could kindly explain the stair-making process, or direct me to an appropriate forum thread I may have missed, i'd be very grateful. I'm sure (as usual) that I'm missing something blatantly obvious, but i just can't work it out.

Many thanks.
Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 26th Nov 2006 23:53
this is quite simple.

you just have your basic staircase, then set it as a static object and set the collision to polygons, then you can run up it and do all of that stuff.

Kerithion
18
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Joined: 17th Jun 2006
Location: Scotland
Posted: 27th Nov 2006 00:07
Thanks very much for the response, Silent Thunder:

Quote: "this is quite simple."


Unfortunately, I'm quite simple too... I've set my stairs as a static object... but where would I be setting the collision to polygons? In my modelling program beofre export? Or is that an option within FPSC, because I can't seem to locate it.

Or do you mean when I make the staircase into an entity with, say, entity creator?

Sorry for being so slow on the uptake. Been staring at these stairs for so long that my brain seems to have shut down on me.
butyouman
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Joined: 7th May 2006
Location:
Posted: 27th Nov 2006 00:24
you would set the collisont to pollys in the enity creation prosses askes you what to set it to and you have to put the number 1 wich means pollys

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Kerithion
18
Years of Service
User Offline
Joined: 17th Jun 2006
Location: Scotland
Posted: 27th Nov 2006 00:27
Oops. Not "box" then.

Thanks very much both for the quick responses. I'm very much obliged. Amazes me how I can take the simplest thing and complicate it out of all proportion.

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