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Making certain surfaces climbable

Posted: Wed Aug 15, 2007 9:35 pm
by CaptainPoopface
Collision surfaces in the BSP have the option to be made climbable, but is there a way to make scenery, machs or blocs climbable? I'd like to make some watchtowers that you have to climb up to reach. Elevators, teleporters and air lifts are no good for what I have in mind. I want the same functionality as Wall Walker, just applied to specific objects or surfaces that I can position wherever I want.

Is it possible?

Posted: Wed Aug 15, 2007 9:42 pm
by Zone 117
I don't think so. Halo 2 came with options to make parts of the bsp climbable (for the ladders.)
You would have to add the entire option for objects.

Posted: Wed Aug 15, 2007 10:17 pm
by -Treetoad-
i only remember two ladders in the game, one on outskirts and the other on headlong :P

Posted: Wed Aug 15, 2007 10:20 pm
by Zone 117
-Treetoad- wrote:i only remember two ladders in the game, one on outskirts and the other on headlong :P
Yep, but that's irrelevant. Bungie still made the option to make BSP climbable, they didn't make that option for objects.

Posted: Thu Aug 16, 2007 8:28 am
by Rockymods
You could maybe put a invisible grav lift at the bottom but that wouldn't be that proper since you can't even control if you want to go down the surface.

Posted: Thu Aug 16, 2007 10:02 am
by kornman00
You'd have to change the object's collision model.

Posted: Thu Aug 16, 2007 3:10 pm
by CaptainPoopface
Well, I've poked around in the [coll] and may have found a trail of breadcrumbs. In the Collision Surfaces reflexive of the [sbsp] class, there are four flags, one of which is "Is Climable." In the [coll] class, there is almost exactly the same series of reflexives, including a byte for Flags. It's a bitmask, I presume. If there are four flags masked by the byte, then each flag gets two bits, right? If they are listed left to right from most significant to least significant bit, and 0 means off, then setting "Is Climable" should be
00 00 11 00 (binary) = 12 (decimal).

If they are listed LSB to MSB, then it should be
00 11 00 00 = 48 (decimal)

However, I tried setting the Flags byte for all the surfaces of a bridge plank to 12, 48, 255, maybe a couple of others, and saw no changes. Same old bridge plank, not climbable, not breakable.

Any ideas? Bueller?

Kornman, can you elaborate on what you mean by changing the collision model?

Image

Posted: Thu Aug 16, 2007 4:06 pm
by Zone 117
CaptainPoopface wrote:Well, I've poked around in the [coll] and may have found a trail of breadcrumbs. In the Collision Surfaces reflexive of the [sbsp] class, there are four flags, one of which is "Is Climable." In the [coll] class, there is almost exactly the same series of reflexives, including a byte for Flags. It's a bitmask, I presume. If there are four flags masked by the byte, then each flag gets two bits, right? If they are listed left to right from most significant to least significant bit, and 0 means off, then setting "Is Climable" should be
00 00 11 00 (binary) = 12 (decimal).

If they are listed LSB to MSB, then it should be
00 11 00 00 = 48 (decimal)

However, I tried setting the Flags byte for all the surfaces of a bridge plank to 12, 48, 255, maybe a couple of others, and saw no changes. Same old bridge plank, not climbable, not breakable.

Any ideas? Bueller?

Kornman, can you elaborate on what you mean by changing the collision model?

Image
There just aren't options for it..

Posted: Fri Aug 17, 2007 2:50 am
by kornman00
The collision bsp is the exact same format in the collision_model as it is in the structure_bsp.

Posted: Fri Aug 17, 2007 1:13 pm
by DARKPARAD0X
there are two ladders on waterworks you might be able to take them out of there and use them and then stack them in entity :)

Posted: Fri Aug 17, 2007 1:51 pm
by Zone 117
DARKPARAD0X wrote:there are two ladders on waterworks you might be able to take them out of there and use them and then stack them in entity :)
Unless they are part of the BSP, which I they probably are.

Posted: Fri Aug 17, 2007 1:57 pm
by Alex201
But how could Bungie make it so that part of the BSP is climable and the rest isn't?

Posted: Fri Aug 17, 2007 8:41 pm
by newbymodder
probably because its easier to do that then add an entire new thing just to climb on

Posted: Fri Aug 17, 2007 10:22 pm
by neodos
Zonne 117 where you looking on the [coll] tag (which is for bullets) or the [phmo](which is for physics, objects, bipeds,vehicules,etc) ?

Posted: Sat Aug 18, 2007 6:31 pm
by kornman00
Alex201 wrote:But how could Bungie make it so that part of the BSP is climable and the rest isn't?
By specifying in max what kind of material flags are applied to a surface (climbable being one of them). It is something figured out by tool when imported into a structure_bsp tag.

Posted: Sat Aug 18, 2007 9:53 pm
by neodos
You have a relexives with chunks, 1 chunk= 1 vertew and in this chunk you have a bitmask, when you set the bitmast to climbable in 4 vertices that form a plane you get a plane that is climbable.