• How do you properly make steps?
    16 replies, posted
I was just wondering if there's any great way to making steps because i am currently working on a set of steps right now that are confusing me either because of the way i make them or because the textures are making it seem odd. I am just a little confused because i feel like i am using more brushes than I would on any other set of steps. Pictures---> [IMG]http://puu.sh/35DnB.jpg[/IMG] 2nd picture [IMG]http://puu.sh/35Dn3.jpg[/IMG] Hope you guys could help me out :D
[img]http://puu.sh/35DN7.jpg[/img]
I don't mean like that i mean the ceiling ramp and such. I know all that. I think i am making this more difficult then it should be.. Hmmmm
"How do i make steps?" "like this" "no i meant the ceiling"
Ceilings are also a part of the process with the making of the steps because they are inside like the pictures show.
[QUOTE=GameDev;40861005][img]http://puu.sh/35DN7.jpg[/img][/QUOTE] Oh my god, my stairs are so wrong.
On a slightly more serious note... [url]http://youtube.com/watch?v=0EjtCc8I0aM&[/url] Or [url]http://css.gamebanana.com/tuts/7308[/url] Or [url]http://www.hammer-tutorial.com/forum/index.php?page=Thread&threadID=87[/url]
[QUOTE=KILLERBOB;40861106]Ceilings are also a part of the process with the making of the steps because they are inside like the pictures show.[/QUOTE] 1. Walk into an area in real life which has the stairs you need (office block, college, estate) 2. Don't get arrested or mugged. 3. Find their stairwell. 4. Look Up. 5. Copy what you see.
Make brush length of stairwell. Vertex manipulate it so it lines up with the top and bottom of stairwell. Profit?
[QUOTE=GameDev;40861005][img]http://puu.sh/35DN7.jpg[/img][/QUOTE] does the ramp really need to be a world brush? unless it's integral to sealing the brush geom, shouldn't you just have it func_detailed as well?
[QUOTE=Azzator;40864540]does the ramp really need to be a world brush? unless it's integral to sealing the brush geom, shouldn't you just have it func_detailed as well?[/QUOTE] It cuts the visleaf nicely / prevents leaks, since if the ramp was a func_detail there would have to be brushes around the staircase.
[QUOTE=GameDev;40864830]It cuts the visleaf nicely / prevents leaks, since if the ramp was a func_detail there would have to be brushes around the staircase.[/QUOTE] + you can dupe the ramp and move it forward, slap npc_clip on it and func_detail it for easier navigation if you fancy too.
[code]Player Width/Depth: 32 units 1 foot = 16 units Player Height: 72 units Door Width: 48 units Player Height Crouching: 36 units Door Height: 108 units Eye Level Crouching: 32 Hallway Height: 128 units Eye Level Standing: 64 Hallway Width: 64 units Slope to Climb: 45 degrees Stairs Height: 8 units Stairs Depth: 16 units Max Step Height: 18 units Floor width: 8 units[/code]
[QUOTE=Ereunity;40865312]+ you can dupe the ramp and move it forward, slap npc_clip on it and func_detail it for easier navigation if you fancy too.[/QUOTE] or give it the clip texture, or playerclip if you don't want objects such as props or grenades to slide down the stairs [editline]4th June 2013[/editline] [QUOTE=maximizer39v2;40889937][code]Player Width/Depth: 32 units 1 foot = 16 units Player Height: 72 units Door Width: 48 units Player Height Crouching: 36 units Door Height: 108 units Eye Level Crouching: 32 Hallway Height: 128 units Eye Level Standing: 64 Hallway Width: 64 units Slope to Climb: 45 degrees Stairs Height: 8 units Stairs Depth: 16 units Max Step Height: 18 units Floor width: 8 units[/code][/QUOTE] it's already been established that this isn't what he's looking for.
[img]http://img12.imageshack.us/img12/9532/hammerdanger1.png[/img] Just wondering, is your map surrounded by a box? If not you may want to take a look at a map optimization page before you continue further. (Not telling you to stop making the map but it's important to make sure it's not going to be rendering everything at once and cause low fps) This is the main website in particular that would help a lot. (Note: This is the 2nd page of his optimization guide, but is what I am talking mainly about above) [url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=notices[/url]
[QUOTE=GameDev;40861005][img]http://puu.sh/35DN7.jpg[/img][/QUOTE] Man, I deleted some old stairs ages ago because they looked like that and I thought it looked retarded. Guess I have to redo them now (and read up on func_detail). I should probably re-think what other stuff I func_detailed as well. Is there a guide for this sort of thing somewhere? EDIT May as well say this and hope I get an answer. What about stairs that are like a fire escape and only have a world brush framing one side. Should they be made out of func_detail brushes or world geometry?
[QUOTE=forkprong;40978701]Is there a guide for this sort of thing somewhere?[/QUOTE] [url=http://rvanhoorn.ruhosting.nl/optimization.php?chapter=func_detail]Yes.[/url]
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