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dankone   Posted 14th Sep 2005 3:09pm
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Post 354 / 404

i dont know how late this is but....if you look at my map DM-LAriots, there are escalators in 2 of the buildings. i used the scrolling texture method, and made it so you have to GEO to get into the building.(which sets off the scroll)(you can rig an event for that tho if ya wish)it didnt go "all out" with the detail of em, but you can rip the texture from it, and check out the scroll rate, and angle to figure how youd like yours.
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KERPAL   Posted 16th Sep 2005 1:56am
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Post 81 / 1353

ok, ive been working on this and havent got a good enough result, but what could work is if you vertex steps on a platform to make the staircase then make a keyframe for it.
Maps    
mad_ferrit   Posted 16th Sep 2005 2:59pm
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Post 871 / 1510

Quoting KERPAL
ok, ive been working on this and havent got a good enough result, but what could work is if you vertex steps on a platform to make the staircase then make a keyframe for it.

And where are you gonna take it?
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Spikey2005   Posted 25th Sep 2005 11:19pm
L4Y Member
Post 43 / 2126

hmmm esculators.... this sounds challenging... I shall start constructing some then see if i can find a easy way to get them moving... if i make a set with keyframes, i will post them on here for anyone to download .... Theres gonna be alot of timing involved in this experiment tho.
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D2k   Posted 26th Sep 2005 12:48am
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Post 393 / 1923

well the best way of making a esclator is make each stair a mover... (pain!) then make them move so they loop from the bottom, to the top, and appear at the bottom again. (grunt!)

then personally i would toggle no collide with each stair so the stairs dont kill the player (if they are standing on one) going into the floor... something of that nature is bound to happen with movers. then put a invisible face above the stairs so you cant bump into each one then put a push region that acts like a conveyer belt on them pushing you to the top.

but as red frog says a vfx will do the job. but that requires a mod to put in. you can always override a static mesh but thats not recommended...

something like this in ut2004 would be easy cause importing scripts and meshes etc can be done without having to create a entirely new mod. but its not really user friendly imo and lots of people would get stuck in it. there are alot of bugs that need to be worked around in UED. but once you can locate them and work around its a piece of cake. you just need to think with more logic than in RED.
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 Modified Sep 26th, 12:48am by D2k
KERPAL   Posted 26th Sep 2005 3:13am
L4Y Member
Post 94 / 1353

Good point D2k, maybe If I can find the time I'll try and figure this out I know its probably going to be a real pain but there definetely has to be a way
Maps    



Predalienator   Posted 26th Sep 2005 9:23am
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Post 699 / 1

how do you make stairs move anyway?
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adambehrend   Posted 26th Sep 2005 11:01am
L4Y Member
Post 75 / 97

Make them move the same way you make anything move.. and that is through "Group" mode and keyframing selected parts and then animating them accordingly,

It would not be impossible to make an escalater with brush movers
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Predalienator   Posted 26th Sep 2005 11:06am
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Post 703 / 1

Why not make a long and high brush and make it extrude.
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adambehrend   Posted 26th Sep 2005 2:17pm
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Post 76 / 97

Why not?

I mean you could reshape the stair foot-blocks however you wanted to.. but just having them flat would be easier and probably closer to realism aswell.
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Dorling   Posted 27th Sep 2005 9:41am
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Post 90 / 97

mad_ferrit's idea is feasible.
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mad_ferrit   Posted 27th Sep 2005 9:49am
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Post 901 / 1510

Quoting Dorling
mad_ferrit's idea is feasible.


To be honest I don't think it is....

Maybe somthing along these lines would be better...

You need to make enough individual stairs to cover the staircase. Now you need to copy and paste them all so that they continue going down through the ground...

Now the top one needs to go to the bottom in like 0.01 seconds and start travelling up at the same speed as the rest of the stairs. The same needs to happen to each subsequent stair in the sequence. This is where D2k is right when he advised using an invisible face brush and a push region to climb the excalator, even making the steps No Player Collide so that they don't kill you when they return to the bottom in the blink of an eye.

Now to get the timing right on that so that no gaps appear in the stepps will be a mathematicians nightmare so good luck.

Personally I don't think it'll be worth the grief and nausea to sort it out.
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goober   Posted 27th Sep 2005 6:31pm
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Post 581 / 265

try making the stairs, and put a scrolling texture going up the stairs?
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wakey1512   Posted 31st Oct 2005 4:12pm
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Post 5 / 154

its an esculator goober not a conveyor belt so the stairs need to move not individual texture faces.
   
goober   Posted 31st Oct 2005 6:34pm
L4Y Member
Post 793 / 265

i know, but if it has a scrolling texture going up then it will give an illusion that you are going faster, and PS why did you bring up a 1 month old topic?
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