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Cave map.. Having a hard time keeping it blocked out 100% for wall run capability..

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  • Cave map.. Having a hard time keeping it blocked out 100% for wall run capability..

    Not every single wall in some cave corridors are 100% flat and wall run-able, but most of them are. I'm curious if I need to make them all flush for 100% wall run capability, or is it ok to leave some uneven as long as you cant clip? Is it absolutely mandatory for an official map?
    Last edited by UnleashThePwniez; 07-15-2017, 01:29 PM.

  • #2
    blocking volumes
    Maps:

    DM-PSi ; DM-Genku ; DM-Untold Storage ; DM-Station (WIP) ; DM-HeatRay Physx (WIP)

    DM/TSD-Formidable (WIP)

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    • #3
      Originally posted by UnleashThePwniez View Post
      Not every single wall in some cave corridors are 100% flat and wall run-able, but most of them are. I'm curious if I need to make them all flush for 100% wall run capability, or is it ok to leave some uneven as long as you cant clip? Is it absolutely mandatory for an official map?
      In addition to blocking volumes you can also create collision meshes. Essentially this is a simple mesh that defines the collision area of your surface. There are some features included in UE4 for this but you can also create them in your 3d software package.

      This page details the UE4 integrated collision options, they are pretty good for most small objects but I'm guessing they won't work for you that well:

      https://docs.unrealengine.com/latest...tingCollision/

      Search for collision on this page and you will find out the naming conventions needed and the caveats for making custom collision:

      https://docs.unrealengine.com/latest.../StaticMeshes/
      Mike :aka: thatscrawnykid
      Artist for Chaos: UT

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