Cato609;1607413 wrote:Hi
Has anyone seen this before?
First issue is collidable walls that work fine when you walk straight into them but if you walk at an angle you pass straight through. It is not touching anything else and it is off the ground a fair distance. Sometimes it seems ok for a while but then will start doing it again. Have the same issue on a raised stage as well, you can walk on the stage no problem and not fall through and if you walk into the side of it straight on it stops you but if you walk into the side at an angle you can walk straight through.
Second issue is stairs/slope. I can set the stairs for me so they work fine, I can go up and down no issue but if a female (I am male) tries it they get stuck at times. Surely the slope should work the same if male or female? Have tried different angles and lengths but to no avail. Sometimes they get stuck at the bottom going up and sometimes at the top going down and sometimes it works. A friend has got one set to work more than not but the collidable lines are not together and the slope one is not inside the flat.
Both of these issues are in the same layout (although I have seen the male female slope issue elsewhere). This is an old layout that was stripped right back and rebuilt, I am wondering if there is an issue with some of the old building left around causing weaknesses or issues. I have seen comments in the forums with problems of collidable props that were deleted without having the collidables removed first.
Any tips, hints, fixes or comments welcome.
Cato
I can only suggest the when making stairs /Ramps follow some simple rules.
Set your Max Frame rate to 15 fps
Take off super jump.
Set you avatar to max size.
Set texture detail to high.
Small micro avi's jump higher than large ones, the purpose it to make your avatar as heavy as possible and the transitions of movement as non smooth as possible with low frame rate ( heavy gravity, lagging pc simulation).
Make sure the collidable horizontal area at the top of the ramp has a small scale size, so the red lines are close to the solid area as possible, and patch around that if a bigger area is needed.
If you have a large non template ground area for a base platform , ie if building outside in a template use the sea water 02, this is a large prop that will give a good base.
Not the easiest to see the height of the collide but just place a brick wall or what ever your going to use as a ground texture over it, and set that height so it look's correct not floating and not sinking.
Never over stretch a scale on any collidable if your going to ramp out of it.
Setting the low frame rate making your avatar heavy, by not using super jump, this will expose any errors in the set up of ramps stairs, its also a good idea that as the build progresses to check and adjust if necessary the function of ramps.
Edit additional info.
If you use a plane the red one that has the mosaic or a court floor and stretch the shit out of it like 400 x 400 and spend 5 mins running to a corner, you will see that the prop is not perfectly flat and the red collides are far away from the solid portion, impossible to ramp out of it, as a prop that is collide is scaled up is flatness and accuracy diminished, think of it as a piece of rubber sheet the more you stretch it the weaker its integrity and function.
Many have different ideas as to what props should be used, for various functions. but when it comes to collidables, Don Not scale up to much especially when it comes to stairs and ramps.
The lower the fps and the heavier your avatar the more faults will be found.