Truck Models on ANGLES prevent walking behind...help?

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
Slyk
Lieutenant Colonel
Posts: 361
Joined: Sun Jul 14, 2002 12:42 am
Location: Elizabethtown, PA

Truck Models on ANGLES prevent walking behind...help?

Post by Slyk »

Anyone seen this issue?? Sometimes, more often than not now and rather suddenly I am unable to walk behind my green opel truck models. They have a large invisible box behind them preventing the player from getting to close. Seems to ONLY be the case IF the truck is on an angle of 45, 135, etc. No problem on 0, 90, 180, 270.... A few compiles ago, and without any changes to the game or my 'mohaa' folders it was fine.
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

This looks as if the "bounding box" has become solid... my opel truck is non solid, but the "bounding box" sticks out unnaturally long in Radiant... However, I have no idea how /why this happens...
Admin .MAP Forums
Image
Head above heels.
Angex
Major
Posts: 293
Joined: Mon Dec 30, 2002 1:23 pm
Contact:

Post by Angex »

If they're just static, use some clip brushes around them, instead of a bounding box.

If they move around, try using the bounding box from one of the sample maps in the sdk, I have used that for a driving truck and had no problems yet.
Bjarne BZR
Site Admin
Posts: 3298
Joined: Wed Feb 05, 2003 2:04 pm
Location: Sweden
Contact:

Post by Bjarne BZR »

When I say "bounding box" I referred to the box around the model you get in radiant when U select the model... If that would become solid in the game, you are in deep s**t. You can clip all you want, but you cant clip a solid brush out of existence ( or can you? ).

But maby I miss understood Slyk's problem?
Admin .MAP Forums
Image
Head above heels.
Slyk
Lieutenant Colonel
Posts: 361
Joined: Sun Jul 14, 2002 12:42 am
Location: Elizabethtown, PA

Post by Slyk »

You guys understood fine. The model has no problem sitting on a 'true' angle, it's when it gets turned to a 45 that it gets goofy. No clipping will help this, it MUST be a bounding box thing...because I can't get close enought to trigger the bomb setting action either........even after a FULL compile....so I guess I'll have to get the bastards to a 90 degree increment and deal with it...but that looks crappy in the situation. Oh well. Thanks for the comments! Anyone else with a suggestion???
Angex
Major
Posts: 293
Joined: Mon Dec 30, 2002 1:23 pm
Contact:

Post by Angex »

Bjarne BZR wrote:When I say "bounding box" I referred to the box around the model you get in radiant when U select the model...
The red box surrounding the model, thats just show you've selected the model, what does it have to do with clipping the player ??

When you're rotating the model, are you using the angles key, or radiants rotation function ?
Last edited by Angex on Thu Mar 13, 2003 8:13 pm, edited 1 time in total.
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

If a model is solid (most models are), you can't move through its bounding box.
Image
Slyk
Lieutenant Colonel
Posts: 361
Joined: Sun Jul 14, 2002 12:42 am
Location: Elizabethtown, PA

Post by Slyk »

It's the green opel truck model........non-destroyed one. I have four total in the map...one with an angle of 180..can walk around it and behind it right against the clip I had to put in (not solid model). The same model is a script_object related objective to blow up. The two that are set on angles of 45 and 135 won't let you walk behind them, they're suddenly all solid.

Hadn't thought to check the 'solid' tick box, maybe that got checked somehow?? But seem strange that both would do it as one day they were fine, the next compile all goofy.
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Actually all models should be made a script_model. Script_objects are for moving brushes.

Don't know if it would make a difference though.
Image
Slyk
Lieutenant Colonel
Posts: 361
Joined: Sun Jul 14, 2002 12:42 am
Location: Elizabethtown, PA

Post by Slyk »

Actually, I'm an idiot because it is a script_model........and the problem seems to be that it suddenly, THEY both suddenly had the 'solid' box checked........no idea what/how that happened. NOW the issue is that the bombs can't be used!!!!!! on either truck! $(*@#&@)$&*@))
Post Reply