Re: minimum water height to hide while crouching in HL2DM?
Posted by moonracer1313 on
Sat Jul 22nd 2006 at 6:18pm
33 posts
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Registered:
May 7th 2005
Occupation: salsa packer
<DIV>Okay, I've been experimenting and searching and have yet to figure this out. I was hoping someone here might already know:</DIV>
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<DIV>I'm trying to create a HL2DM map area with water that is shallow enough to walk around and shoot in while standing, but when crouched the player is fully submerged.</DIV>
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<DIV>I made a test map thinking that, since the minimum height of an obstacle to crawl under is 37 units that setting the water to 40 would be safe. I've since gone up to water that is 42 units deep, but in play testing the player model's head still pokes out of the water. Though from a first person perspective I seem to be fully submerged. </DIV>
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<DIV>I guess another way to ask this would be "what is the height of the player model, while crouching, in mapping units?" since this seems to be different from the player's movement limitations. I couldn't find that either.</DIV>
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<DIV>A big thank you to anyone who can answer this. I don't have easy access to playtesters.</DIV>
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<DIV>Thanks,</DIV>
<DIV>Moonracer1313</DIV>
Re: minimum water height to hide while crouching in HL2DM?
Posted by Crono on
Sat Jul 22nd 2006 at 7:46pm
Crono
super admin
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Dec 19th 2003
Location: Oregon, USA
Above 37 units and below 73 units should do nicely.
Probably, something like 50ish would do nicely. Because, the model part of the head that isn't part of the height isn't that large. In other situations, where there's a physical object above the player, the model just "intersects" the object.
Blame it on Microsoft, God does.
Re: minimum water height to hide while crouching in HL2DM?
Posted by moonracer1313 on
Sun Jul 23rd 2006 at 1:12am
33 posts
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Registered:
May 7th 2005
Occupation: salsa packer
<DIV>Thanks for the tips. </DIV>
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<DIV>Yeah, I had already read the article on the dimensions (a handy reference indeed). Sadly I gave the test map a try with a water depth of 49 units, which makes the water almost shoulder deep, yet players can still see each other poking out of the water if the other is crouched. While an increased depth might work, it already looks and feels wrong, so I guess I'll have to pass on the idea. </DIV>
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<DIV>oh well.</DIV>