me eather. but some guy said there was, and I found the system/ladder too!
The ladder brush should be 32 units wide IN FRONT OF the actual ladder brushes, you know how when you make a brush covered in a water texture, when you enter it you see fog and it acts like water? Well the ladder brush works on the same principle, you climb it while INSIDE it.
32 unit, on 8 grit right? thats alot!
No Time to Cry
18th September 2003
32 map units.
The most logical thing to presume when someone mentions units is using Grid 1...because then you count in....1's...which are known as units (primary school - units, 10's, 100's :p)
Although just to make you happy, at Grid 8 that'd be 4 squares :p
Force Using Dictator
8th April 2003
I tried it.
In SP it started walking upwards (still with the walking animation) until it gave me some error message.
In MP it did nothing.
i'm often on .25 grid, trying to fit togeather earaguler walls. angled. puting somthing in the middle like a window.
Hmm mapping to 0.25 with regular brushes....I'm sure that's a no no. You should map basic structure to Grid 8 and detail to Grid 1....0.5 and 0.25 are more for patch meshes or dragging vertices when doing stuff like rocks...not for regular stuff.
If you want two odd angled walls to intersect I'd highly recommend you chop up the larger wall into 2 bits and approximate to the nearest grid unit. ie so the brushes line up perfectly to grid squares...it will usually mean you'll end up being less than 0.5 degrees off a perfect line but it's better than going below Grid 1.
thanx! thatw will help alot!
I swear I remember someone saying you increase FPS by mapping to Grid 8 as much as possible because the brush information can be stored far more efficiently with smaller numbers (means less maths at runtime)