VERY JERKY camera views when using stairs in maps...
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VERY JERKY camera views when using stairs in maps...
Sorry if this has been addressed in the past and I missed it- but I am making some stairs in a Duel Melee map and as I ascend and descend steps the default 3rd person camera is VERY JERKY with every step. (im still running 2.0 rev)
Basically its completely sickening to the eyes and stomach to go up and down staircases since the camera moves so exact to each step height. First person view is fine (as expected). Anyway- any devs have any info or suggestions?
Basically its completely sickening to the eyes and stomach to go up and down staircases since the camera moves so exact to each step height. First person view is fine (as expected). Anyway- any devs have any info or suggestions?
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thats EXACTLY what i was thinking- but I would rather not do that if I dont have toKyllian wrote:I'm not a mapper(barely any clue how to make one)
But I believe about the only solution would be to make the stairs a ramp and just make it seem like they are stairs(probably a ramp shaped blocking volume sitting just above the stairs)

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good luck
---Hamm---
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If it were me, I wouldn't really care, but try this: use the above mentioned blocking volume, but put it inside the steps, so that the sloped part of the surface intersects the steps, without going beneath or over them. This way, you'll still get a stepping effect, but it won't be as strong, so it should minimize the jerkiness of the camera. Make sure that the blocking volume won't block karma objects, so that corpses will still tumble down the steps the way they should. See if it works well!
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thanks- ill try that- although it will be a pain cause I have CURVED staircases...Shadowstar wrote:If it were me, I wouldn't really care, but try this: use the above mentioned blocking volume, but put it inside the steps, so that the sloped part of the surface intersects the steps, without going beneath or over them. This way, you'll still get a stepping effect, but it won't be as strong, so it should minimize the jerkiness of the camera. Make sure that the blocking volume won't block karma objects, so that corpses will still tumble down the steps the way they should. See if it works well!
ps- ....and since they arent that high and the ceiling isnt too high, a jump-pad would be overkill..
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I tried that and ended up with BSP HELL!!!Hammerman wrote:For a curved stairwell, you could use the Spiral Stair Builder tool with the Sloped Floor option set to True. Add that as a Blocking Volume and you're goldenCan't Wait to see the map
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---Hamm---
I most have done it wrong- but I gave up on it temporarily anyway till I fleshed out the rest of the map- didnt want to be staggered by stupid stair issue at that point in the map design...
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---Hamm---
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i agree- but since its hard coded, either in ut2003, or the CHaosMod itself I wont be the one touching thatMoz wrote:From a coding stand point, you could make the player cam lose, so that it doesn't follow the camera so sharply, but smooths out motions. Would make it alot easier to side slash if the camera didn't follow the player so sharply.

I got some slant blocking volumes working tthe 2nd time around ok- helps when you pay attention to make sure the slant has height...
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