Walking issue. - by Kurhhan
Kurhhan on 18/3/2015 at 00:01
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http://www.ttlg.com/forums/showthread.php?t=145186&page=2&p=2282717&viewfull=1#post2282717)
Quote:
At the attic is some walking issue. I must say i have something like this in my fm and don't know what cause this and how to fix it (tried many days). Overlapping brushes ?
I just can't continue building my mission, when I add a new brushes in some places, walking issue/walking-crouching issue appears in random places on ground. It's like walking on uneven ground, "walking jumping". Don't know how to describe it. I've seen it in several missions. I think it's appear mostly when using brush with angles, overlapping brushes or pyramid with many sides placed on ground. Tried to fix the problem in many days by manipulating the brushes but its not working. Someone familiar with this problem ?
vincentlancon on 18/3/2015 at 00:17
are you sure it's not your install, not sure what you sure experiencing
LarryG on 18/3/2015 at 00:21
It does sound like an installation problem. What version of DromEd are you working in?
Kurhhan on 18/3/2015 at 00:32
@ vincentlancon
You dont see a weird "jumpy-walking" only in first room attic in your FM ? Walking in other rooms are ok. I deleted one solid brush in this room and walking is normal now. problem like this is in my FM too but i can't fix this so easily.
@ LarryG
Dromed 1.22, fresh instalation.
LarryG on 18/3/2015 at 00:59
How high are your ceilings? How large is the room / area at issue?
Kurhhan on 18/3/2015 at 01:16
All area have D340/W240/H168 but issue now appears only in small open area where im building but with H168 too. When i delete some brushes, issue gone, but when i place new brush near, issue is back in random place near.
R Soul on 18/3/2015 at 01:35
I think I know what you mean. The camera shakes a little when you are lined up with certain terrain features. I've noticed this with low walls that cause a lot of horizontal cell splits to occur at about the same height as the centre of the player object. Use the command show_all_edges to show all cell boundaries, and you might notice the problem occurring around those boundaries.
It's hard to describe a catch-all solution. If it's a simple low wall or fence, try changing the height or using objects if any are suitable. You can also try using blockable brushes to stop the cell divisions extending too far from the brushes.
LarryG on 18/3/2015 at 03:11
I think RSoul is right. Also, that is one hell of an open space. As you add in geometry to block lines of sight and redistribute the cells it should get better. Also you seriously should consider carving air out of solid instead of making that huge open space and filling it in. There are differing opinions on this, but I think you will be much better off.
You really should read the LGS doc on building principles if you haven't already. (see the top of the forum for Important links)
ZylonBane on 18/3/2015 at 13:59
Thirded. There's always a subtle jump in Dark when you pass through a portal split... so subtle that 99% of the time you don't even notice it. But if a split is at eye level, the headbob motion shoves the camera back and forth across the split plane constantly, yielding the observed stuttery jumpy experience. SS2's engineering maze is infamous for this. The fix was to move a certain wall detail down just a bit. Like, half a DromEd unit, if even that much.
Kurhhan on 18/3/2015 at 16:45
With command show_all_edges im walking along "lines" and I'm seeing everywhere "stuttery jumpy experience". I think this is more or less present in most missions (like ZylonBane said) but I'm just sick when seeing this. When I fix one, another appear ( I think most player with toggle light off, will not even see this), but I know this appear and I'm little discouraged.
RIP?
Inline Image:
http://i.imgur.com/vggv5h0.png