AndrewBGS
Member
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Controller step height seems to have no effect
I'm trying to teach my character to take higher steps, using ctrl.step_height.
I've set it to outrageous values for testing purposes (tried with 0.4, 1 and 20) but still my character can't climb up some 30 cm steps. Why is that?
I've checked and the ctrl.step_height has the expected value all the time. Yet I've seen no change.
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09-05-2014 08:38 PM |
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Pixel Perfect
Member
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RE: Controller step height seems to have no effect
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09-05-2014 09:18 PM |
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AndrewBGS
Member
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RE: Controller step height seems to have no effect
I looked through that, but it didn't help me very much;
(off-topic, I don't know how to create a custom ACTOR_GROUP :|).
But this solution doesn't work for me, as stairs are usually integrated into bigger models;
The best I could do is manually create physics for them and place a sloped physical box on the stairs. Which reminds me, I should ask for a feature request for a simplified static mesh (like static mesh, but overlooking certain verteces in such a way to ignore some concave objects).
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09-06-2014 10:43 AM |
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Pixel Perfect
Member
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RE: Controller step height seems to have no effect
(09-06-2014 10:43 AM)AndrewBGS Wrote: But this solution doesn't work for me, as stairs are usually integrated into bigger models;
Yes, I realised a while back that 'off the shelf' models are often not really optimally designed for game use. They place them in a game level to produce pretty pictures to tempt us to buy them but the majority will never have been properly tested in a game! You find all sorts of other geometry related issues too from one supplier to another! There really is no substitute for having a modeller in the team if you can.
I tried a simple physics slope which worked, but I didn't think the end result looked good. In the end I had to separate out the stairs from the rest of the building meshes for models I was using so they existed as discrete meshes. A bit of extra work but it solved the problem.
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09-06-2014 02:21 PM |
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