Getting Caught on Corners
- Triumph of the Soul
- Corporal
- Posts: 294
- Joined: Thu Jul 06, 2006 4:32 pm
- Location: Minnesota
Getting Caught on Corners
I am making a map which involves me hand coding a few meshes in. This has been going well, but I've run into a commonly re-occurring problem: When driving around the corner of a mesh (where two faces are joined) it is easy to get caught and sucked into the mesh, whether I have an inside point or not. Once inside, I can shoot within the mesh (again, having or not having an inside point achieves the same outcome).
Creator @: Duck or Die, Duck or Die CTF, Fuel Stack, Guernica, Normal, Frayed
- Triumph of the Soul
- Corporal
- Posts: 294
- Joined: Thu Jul 06, 2006 4:32 pm
- Location: Minnesota
Code: Select all
mesh
name 1
vertex 40 200 0
vertex 40 40 0
vertex 200 40 0
vertex 200 200 0
vertex 40 200 140
vertex 40 40 20
vertex 200 40 140
vertex 200 200 140
vertex 40 180 140
vertex 180 40 140
face
vertices 0 1 2 3
matref sandstone
endface
face
vertices 3 2 1 0
matref sandstone
endface
face
vertices 4 0 1 5 8
matref sandstone
endface
face
vertices 8 5 1 0 4
matref sandstone
endface
face
vertices 1 5 9 6 2
matref sandstone
endface
face
vertices 2 6 9 5 1
matref sandstone
endface
face
vertices 8 5 9
matref sandstone
endface
face
vertices 4 8 9 6 7
matref sandstone
endface
face
vertices 7 6 9 8 4
matref sandstone
endface
face
vertices 6 2 7 3
matref sandstone
endface
face
vertices 3 7 2 6
matref sandstone
endface
face
vertices 7 3 0 4
matref sandstone
endface
face
vertices 4 0 3 7
matref sandstone
endface
inside 100 100 70
smoothbounce
end
Creator @: Duck or Die, Duck or Die CTF, Fuel Stack, Guernica, Normal, Frayed
You created an inside version of each of each face, which is not usually a problem. However, in your case it masked the real problem in your 6 2 7 3 face which is not the correct order. Here is a fixed version in which I removed all the unnecessary inside faces:
Code: Select all
mesh
name 1
vertex 40 200 0 #0 am I the only one who labels vertices?
vertex 40 40 0 #1
vertex 200 40 0 #2
vertex 200 200 0 #3
vertex 40 200 140 #4
vertex 40 40 20 #5
vertex 200 40 140 #6
vertex 200 200 140 #7
vertex 40 180 140 #8
vertex 180 40 140 #9
face
vertices 3 2 1 0
matref sandstone
endface
face
vertices 4 0 1 5 8
matref sandstone
endface
face
vertices 2 6 9 5 1
matref sandstone
endface
face
vertices 8 5 9
matref sandstone
endface
face
vertices 4 8 9 6 7
matref sandstone
endface
face #this was the problem face
vertices 6 2 3 7
matref sandstone
endface
face
vertices 7 3 0 4
matref sandstone
endface
inside 100 100 70
smoothbounce
end
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- Triumph of the Soul
- Corporal
- Posts: 294
- Joined: Thu Jul 06, 2006 4:32 pm
- Location: Minnesota
Thanks Tedius, it works just fine now (but of course, you knew that). I actually do label my vertices. I used to do them all in the map file, but it got tiresome, so I label them in my drawings and don't bother in the map file.
Edit: New Question: Let's say I have a mesh that only has one face (FYI: the face is at a slope), but I want it to be visible from above and below. I make an inside and outside face, and driving down the slope works. However, when I turn around to jump up the slope, it acts as if I set _noClimb 1 when it is actually set to 0, and I eventually get sucked in. What should I do?
Edit: New Question: Let's say I have a mesh that only has one face (FYI: the face is at a slope), but I want it to be visible from above and below. I make an inside and outside face, and driving down the slope works. However, when I turn around to jump up the slope, it acts as if I set _noClimb 1 when it is actually set to 0, and I eventually get sucked in. What should I do?
Creator @: Duck or Die, Duck or Die CTF, Fuel Stack, Guernica, Normal, Frayed