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Cube & Cube 2 FORUM


Ladders...

by shadow592 on 06/19/2005 02:54, 9 messages, last message: 06/20/2005 00:02, 1028 views, last view: 05/03/2024 00:51

What would be the best way to simulate a ladder in sauer? I can model them fine and all but i am having trouble making them work. In cube i used jumppads but it still wasnt ideal. I am using teleporters that u have to jump to get into that warp u to the top of the ladder and u just jump down to to down it. But is there any better way to do it? (Im not a very good coder so making my own entity is not possible. for now.)

wasnt quite sure which thread this should go in but i figured sum other people would prolly be interested so yeah

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#1: how about...

by Aardappel_ on 06/19/2005 04:45

super thin stairs that are modelled to look like a ladder.

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#2: ..

by nieb on 06/19/2005 06:28

http://www.snieb.com/ladder.ogz
Like so....good idea Aard. :)

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#3: Re: ..

by Aardappel_ on 06/19/2005 09:25, refers to #2

yeah... and it feels good too... integrated with the normal physics.

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#4: Re: how about...

by shadow516 on 06/19/2005 09:26, refers to #1

Awesome idea Aard.

BTW, shadow592, we've gotta work something out with the names - this is going to get really confusing, really fast...

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#5: ..

by CC_Machine2 on 06/19/2005 18:28

hmm nice.. but if you want long ladders then you can see that they are stairs (from a distance)

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#6: thanks

by shadow592 on 06/19/2005 19:37

thanks guys. really had no idea that would work. havent noticed collision is handled differently than cube... i hardly use this forum so dont worry bout the name thing...

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#7: gridsize!

by Sparr on 06/19/2005 22:23

You could make them slant less if we could work at gridsize 2 or 1... hint. hint.

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#8: Re: ..

by spentron on 06/19/2005 23:58, refers to #5

The supports can also be made to slope etc.: http://www.intergate.com/~spentron/cube/images/ladderx0.ogz

This shows some strengths and weaknesses.:
1. Complex shape and all that.

1. I forgot some texture changes and would have to almost rebuild them from scratch to fix it.
2. Textures can't be aligned with the slanting supports or rotated with the shape.
3. Lighting is dramatic but it took 3 lights to simulate the effect of one (the sun) halfway decent. I had to put a void around the surface to avoid bright spots on the ground underneath the two I put low so they wouldn't mess up the shadows of the main one. One was needed because the reduction of brightness due to light hitting a surface at a steep angle is too excessive. The backlight is needed because the more understandable limitation of light not reflecting or scattering, but perhaps there is some way to compensate. In a complex map it could take hundreds of lights to simulate the one light source and still there would be false shadow issues.

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#9: Re: ..

by spentron on 06/20/2005 00:02, refers to #8

You made need Save Target As for that link BTW... why did the other one offer to save it while mine opens for me as text (using Netscape 7.2)

Also BTW this post uses my still working email rather than the one I was using here and in my readme's.

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