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Steep Planes help [solved]
Posted: Tue Mar 20, 2007 10:52 am
by Landix
#define MIN_WALK_NORMAL 1.0f // can't walk on very steep slopes 0.7f
in bg_local.h
may be i use the wrong coder?
:icon25: :icon25:
works but needs so much time
When i got a "Steep" plane!?
How does the playerfigure know to slide down the plane?
i think the change must be made in bg_pmove.c ?
Ok ok i can use a slick texture, but this is not what we will.
When the ball go to a steep plane he should roll down there and not up.
Somebody got some hints for me to do that?[/b]
Posted: Tue Mar 20, 2007 4:04 pm
by TTK-Bandit
a quick find in files for "steep" brings this:
game/bg_local.h: #define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
Posted: Tue Mar 20, 2007 4:13 pm
by Landix
i will look there
thx
Posted: Tue Mar 20, 2007 9:07 pm
by Landix
I found this
Code: Select all
// slopes that are too steep will not be considered onground
if ( trace.plane.normal[2] < MIN_WALK_NORMAL ) {
if ( pm->debugLevel ) {
Com_Printf("%i:steep\n", c_pmove);
}
// FIXME: if they can't slide down the slope, let them
// walk (sharp crevices)
pm->ps->groundEntityNum = ENTITYNUM_NONE;
pml.groundPlane = qtrue;
pml.walking = qfalse; //qfalse
return;
}
your game/bg_local.h: #define MIN_WALK_NORMAL 0.7f // can't walk on very steep slopes
define the speed on MIN_WALK_NORMAL.
I am right?
But which function tell them that it is steep and you must roll there down and not up? I hope i spell that right.
I would that the ball roll down when it is a little steep, too.
A picture what i mean here:
pic removed
http://www.q3geoball.quakeit.de/pics/shot0005.jpg
Left i can roll up and down.
Right i can roll down but not up.
Somewhere an angle tells them?
Posted: Tue Mar 20, 2007 10:43 pm
by TTK-Bandit
common, you can find out yourself if you think (or test) a little..

hint: it's not defining speed.
Posted: Wed Mar 21, 2007 6:18 am
by Landix
hmmm...
i have not tested yet.
But my thinking tells me.
Make the Value smaller then 0.7f?
I am right?
Posted: Wed Mar 21, 2007 5:25 pm
by Landix
OK ok it works, but i do not "WHY"
the value 1.0f is fine.
There must be something with the radian i think, but i am not sure.
Anybody got a link for explain that the easy way?
In next life i will go to school every day!!! :icon23: