Closed ZipZoptheCat closed 3 years ago
Use stairs without connections.
I'm talking about a stair shaped decorative item. Corner Steps, single voxel staircases and really steep steps. Like, imagine the ramp and pyramid objects we have now but as a series of 90 degree angles.
It's bad to have steps that steep.
The really steep ones wouldn't be for walking on, probably. If the steep ones had as many steps as the shallow ones (and when I say steep I mean two pieces making a two voxel high one) would they be unclimbale? Like, for example if a 45 degree step had three steps and took up a single voxel then each 30 and 60 degree step would have one and a half stairs and you'd need two pieces to make a set or you could put to of the same piece back to back to make an interesting visual effect or place to stand.
I made a rough example for visualization purposes. The scale here is that each square is a a voxel and each step is either a third of a voxel for 45 degree or two thirds of a voxel for 65 degree (rise of 2 voxels and run of 1 voxel) or a third of a voxel but with more forward distance to travel for 30 degree (rise of 1 voxel run of 2 voxels.
Thirds are a bad idea, you may have noticed that panels use a 1/4 tile system.
alright, by fourths then. (How tall are unjumpable railings btw? Like the catwalk ones)
Railings? Railings I think are roughly as tall as one-and-one-fifths of a storage cube, if memory serves.
I meant in proportion to a voxel or to be more precise; what is the highest percentage of a voxel an player can jump up onto unaided?
In voxels, I dunno. But I do know that the storage cube is, roughly speaking, the limit, as every player in a Valve game can jump on them with crouch-jumping but can't seem to make it over anything placed on top of them. In portal, crouch-jumping doesn't work but as a tradeoff you jump more or less the same height as a crouch-jump anyway.
It's about that, you can jump up a ¼ block (32 units), but not a half block (64 units). A voxel is 128 units for context, and a cube is about halfway between those two - 40 units.
So either way the 60 degree steps would be cleanly unjumpable without gel or something since each step would be half a voxel high?
You could use a cube to get up them I suppose.
So I did some rough in game checking and the players eyeline is exactly half a voxel high as near I can tell. When jumping your eyeline comes to ~7/8ths of a voxel. (Interestingly this is also the height of an upright portal at floor level.) So this means that the player can jump ~3/8ths of a voxel.
Indeed, player eye height is exactly ½ a voxel.
So that means a player can jump roughly 48 units high?
Mind you that's based purely on eyeballing and rough math. it might be a slightly different number.
Wait a second. This means Chell's eyeline is only four feet off the ground while wearing what basically amount to high heels. the eyes are at the center of the head so she can't be taller than 4'5" I think
And when you compare Chell's model size to everybody else in the source engine and realize they're all about the same height...
Raises some odd questions.
I looked into it and read a theory that a hammer unit is actually supposed to be a 12th of a foot rather than a 16th. Or in other words a hammer unit is an inch.
Oh and also corner pieces; like how angle decorative blocks have corner pieces.
I made a mock up of all six types of stairs in khed. If anyone wants the files or can tell me how to finish them please let me know.
Here are the .smd files for all the variety of stairs I made. smd files.zip
Moving to #3885
Blocks much like the static ramp blocks but shaped like steps. Or a setting that let's you swap ramps between mayan style pyramids and egyption style pyramids.