spalsh damage issue on floor/ceiling

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
2r
Posts: 21
Joined: Fri Sep 01, 2006 11:47 am

spalsh damage issue on floor/ceiling

Post by 2r »

Hi, I been searching every where for a possible problem like mine, i even checked q3 default maps for see how it was done but stil no luck.

My problem is simple..., I have a 4 block heigh size, and this were supose be enought for prevent the damage done by under it reflects on top, I mean is, my map has 2 floors, main floo and 2nd floor, and people can shoot from main floor and the "splash" damage can hurt the players who be on 2nd floor...

and the worse is, when someone shooting on the 2nd floor, the people on main floor when look up can see the 'light' of rockets and such and even gauntel, so is there any way i can stop this to happand??!, my map is already praticaly complete (stil need work a lil more on hint) but this bug stil annoys me.., if we be able hurt people on 2nd floor by the "spalsh" damage is ok, but see the shots lights ....


Hope I have explained my issue clearly and you be able help me out, I realy apreciate it

Thanks.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

if I remember correctly walls, floors, ceilings, etc should be 64 units thick to prevent what you're describing.
If you're working in an 8 grid each "block" is 8 units. Make your floors 8 blocks high (8x8=64)

Maybe it was 32 units. I don't remember exactly heh :icon32:
2r
Posts: 21
Joined: Fri Sep 01, 2006 11:47 am

Post by 2r »

that is the weird thing..., i already had tried with a 64 block high... (grid 8 as 8 blocks), and i stil could SEE and FEEL the splash damage...., and i tooked a look in default q3 maps and they have no way a 64 high blocks... most are around 32 or 40 or so..., and I just for case have just finished test it again as 8x8 and keep same thing...., i'm using normal textures, no shaders or anything on floor, so do i need modify something??

i even tried add a missileclip of size 2 squares in lower of floor so the spalh damage done wouldn't be felt on it but stil same thing....


any ideas plz?

thanks
Hex
Posts: 190
Joined: Fri Oct 18, 2002 7:00 am

Post by Hex »

make the walls/floors thicker. Thats all you can do.
2r
Posts: 21
Joined: Fri Sep 01, 2006 11:47 am

Post by 2r »

ok thanks, i'm working on it, but make an entire map more "thicker" on the floor is a hell of a job lol :P, specialy cuz have ltos of different areas... but i'm working on it, thanks for the help

i just thought it maybe existed some kind of shader i could apply betwen the floor wich would prevent the spalsh damage, but nm

thanks
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Post by axbaby »

duplicate the foors and full clip it?
[color=#FF0000][WYD][/color]
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Post by ALMighty »

Missileclip maybe?
poub_
Posts: 41
Joined: Sun Jun 25, 2006 8:50 pm

Post by poub_ »

I could be totally off track but isnt throughfloors disabled in current q3 versions? Maybe you're running the map in a mod like ra3 or something with thrufloors enabled?
User avatar
hemostick
Posts: 203
Joined: Wed Feb 14, 2001 8:00 am

Post by hemostick »

... or a pre 1.25 point release
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

poub_ and hemostick are correct. I had to Google to make sure, but, yeah, splash damage through floors was eliminated by the 1.25 update (and caused a deafening amount of whining at the time :) ), so I'm guessing you need to grab the latest patch or realize that it's a feature of your mod...
2r
Posts: 21
Joined: Fri Sep 01, 2006 11:47 am

Post by 2r »

hi, well i play in 2 versions, i play 1.32 most OSP and ocasionay RA3, but most time I play in 1.16n freeze

but i'm makin the map at 1.32 and the 'public tests' i do in 1.16n...

i had no idea this was a version bug, so my only sollution so far were making a floor of height of aorund 256 (7 blocks in grid 8) ..., wich made floor HUGE but stil

and the only weird thing is, i took a look at q3dm8 from ID (found on web in .map format) and i noticed the floors were way smaller then this, some floors (for exemple pool hall ceiling to plasma floor) were around 64 height (4 blocks 8 grid) and this map exist since version 1.11 :) (default q3)


and i tried already, player clip, missile clip, weapon clip, FULL clip and no result..., logicaly missile clip should fix this since it is written on shader for 'nodamage' ... but stil...
Post Reply