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Roneye
12-08-2002, 11:42 AM
Sorry for opening another topic, but here goes:

I'm busy with a new room for my level with stairs, this is the first time I use stairs because I think elevators are way cooler.

But I have a problem, in the game max doesn't walk very good on the stairs. So I searched a little and I found that I had to add a character colission or something, on the top and then it should work, but it didn't.

Can someone please help me?

here is the lvl file:

http://www.toms-silksite.nl/room11.LVL

please note that it isn't textured right yet!

Maddieman
12-08-2002, 11:53 AM
I've never tried this, but try extruding the collision panel. images/icons/confused.gif

Oh, and don't you need an exit so that you can group the level geometry together?

william ford
12-08-2002, 09:15 PM
I didn't read MPH's post cause frankly, it looked to long to be the easiest way. All u had to do was add the catagory "character collision" and your texture(u had yours in "charcter"). Then replace your ramps texture u had there.

mph
12-09-2002, 12:00 AM
You need to make an invisible ramp for Max to walk up. Your invisible ramp should be covered with the character_collide material.

Making the ramp is fairly easy, just position yourself so you're looking at your stairs side on. Then, model a diagonal line from the tip off the very top stair, down to the ground in front of your stair case (the angle should match that of your staircase)

Finish making your mesh (after placing another node so that you have a valid shape - just place it so that the two previous nodes are both linked with straight lines) And that should be it... I hope that makes sense, I don't think I explained it very clearly images/icons/rolleyes.gif

Edit:

I just looked at your level and the ramp looks okay to me. I personally stick to creating meshes as they're easily to manipulate than polygons.

BUT, you've put your texture in the wrong material category. It should be in character_collisionnodraw.

Also, use the absolute grid whenever possible (shift+a) It'll make your life a million times easier.

[ 12-08-2002, 12:08 PM: Message edited by: mph ]

Roneye
12-09-2002, 12:07 AM
thanks MPH so it has to be a real mesh, not a flat one?

mph
12-09-2002, 12:09 AM
I just edited my post, so the answer's there Roneye (the texture is in the wrong material category) Why does everyone keep posting while I'm typing? I must be getting slow in my old age.

Roneye
12-09-2002, 12:14 AM
I'm so stupid graemlins/doh.gif that I didn't saw that!
Thanks MPH!

BTW, what does absolute grid means?

mph
12-09-2002, 12:43 AM
The absolute grid isn't positioned relative to the polygon you're aligning it to (like when you press F4 + A) It's positioned relative to the center of the level, making it very easy to make things line up. In other words, it's a fixed / constant grid.

If you start modelling with a grid that's been aligned to a specific polygon, then you can easily start making things that don't quite line up. *Always* use the absolute grid when you're making rooms.

And as I mentioned, to use the absolute grid you just point at the polygon you want to align the grid to (in F4 mode) and then press Shift + A.