Buggy Stairs


(sadPanda) #1

Hello all you elite mappers :o

I have a bit of a problem with a stairway that grabs me as I walk up it. Much like the stairs on Gold Rush (by the health/ammo racks between first and second truck barriers…the one in the corner that has no purpose).

I have a cylindrical railing around the stairs, about 12 units from the stairway, that seems to be the culprit. I’ve decompiled Seawall Battery to look at how they brush-worked their railings and I don’t see any difference from mine :?

I’ve clipped the side of the stairs to keep the player away from the rail but it would have to be a noticeably and ridiculously large clip (like 8 units) to keep from getting caught…it is a mystery!

I can’t imagine I’m the only one that has this problem and I did a search on these forums for similar issues (stuck stairs, clip stairs, etc) but didn’t come up with much. I did read a thread where it is recommended you clip the stairs to make it behave like a ramp…I tried that and it made the grabbing more tolerable but I don’t believe it should be there at all.

Thanks in advance for any advice!


(RayBan) #2

what’s causing that wierd invisible clip on goldrush is actually the
patch-railing here,

it causes a wierd clip bug somehow (maybe q3map2 makes one of its verts
to far over the stairs…) im not shure why… but if you replaced that patch
with a brush, used 2 point clipping and clipped it into a 5 sided railing, then
used phong shading on it, no one would see the difference of how it was
made, and best of all it gets rid of that invisible clip.

perhaps you have a similar patch causing the wierd invisible clip in your map
also… if thats the case, see if you can go with brushes instead or even
an ase model ( export it as an .ase then use clip brushes to cover it )


(sadPanda) #3

RayBan, thanks so much for your response. I would prefer to keep the patching because it look so smooth; I will see how an ASE model will work.

I admit I thought I might need to go that route but wanted to check with the folks that knew before I moved forward.

EDIT (UPDATE): I tried to modify the shader to ‘surfaceParm nonSolid’ but that did nothing (doesn’t work with patches??), so I chose instead to make it a script_mover (dirty) and clip it manually. In short, it works…and it works quite well.


(sadPanda) #4

Any ideas why surfaceParm nonSolid doesn’t work when I compile a map?

It is quite interesting as I took a tutorial map by eb where he had the pillars that you step into and they display information on the texture (texture_manipulation tut)…well, when I play the map supplied in his pk3, it works great…I can walk into the pillars and bask in the light; however, when I compile the .map file supplied, I cannot enter the pillars.

The shader file is OBVIOUSLY working or else they wouldn’t appear as pillars. Very, very strange…I tried compiling with both 1.4.0 and 1.5.0, same result.