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Creating Models
CoD 4 Level Desi.. Posts: (8) Views: (57) by AusFastBowler
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Tutorials: SOF2 Mapping
Mapping and modding for Soldier of Fortune: Double Helix
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Ladders
2005-01-12 20:50:43
I will be showing you how to insert wooden ladder into a map.
Creating Your Own Ladders

This tutorial assumes that you are somewhat familiar with the version of Radiant that came with SOF2. I will be showing you how to insert wooden ladder into a map. I have created a test map before hand in order to speed things along. You may use any map that you have already in progress or just create a room with a player spawn point in it and some light.


Some things you should have prepared before beginning this tutorial:
  • Radiant for SOF2 should be installed and you should be roughly familiar with it.
  • A map or test room should be created before we start.
  • I will be using textures from the folders: Columbia and Tools.


1. I have opened testroom.map to illustrate this tutorial. It is a simple room with an info_player_deathmatch and 2 lights.


2. Create the brush that will be used and seen by the player as a ladder. I have used the Columbian texture wood_ladder. The brush size can be anything that you want. for the purpose of this tutorial, I have made the ladder "realistic" in size at 32 units wide, 8 units deep and the full height of the room.

3. Align the texture so that it will look good in the game. Check the edges of the ladder to see that they are stretched and centered to your desire.


4. Open the Tools Textures and locate the green ladder texture for wood (tools/_ladder_wood). This will tell the game what area of the map is allowed to be climbed. The trick here is to make the brush large enough for the player to fit inside. Don't worry about it being seen in the game because the engine does not draw brushes textures with most of these tools. I have made sure that my brush extends to a larger diameter than the ladder seen by the play... 56 units wide, 56 units deep and the height of the ladder itself.

*note: some mappers have found that you may want to test your ladder at this point in the game. The following step of adding a the trigger_ladder entity has caused problems and often unnecessary. Testing your ladder now would allow you to make sure that it is not needed in your map.

5. Be sure that you have deselected all the brushes in your map and RMB the work area of Radiant (the grid area). Scroll down the list of entities and select the trigger_ladder entity. This will create an area that the player can interact with (brushes are physical while entities are interactive). Make sure that this entity is the covers the same space as the _ladder brush. The image here shows how the two brushes are the same size and then placed in exactly the same spot in the map.



While I have heard that you should add the angles key to the entity in the entity editor, I have found that it is not necessary in multiplayer maps. If you wish to add the angles:
  • select the trigger_ladder entity
  • open the entity editor by hitting the n key on the keyboard
  • add the key angles and the value 0 * 0 where * is the direction the player will be facing when he uses the ladder. (north = 0 90 0, south = 0 270 0)
  • hit enter to be sure that the entry is entered into the entity.

Note: I wondered why in many custom maps the player is sliding left and right away from a ladder. I experimented with ladders and found out that you just have to make a 'angle' key in the ladder entity. That means the direction the player will be pressed to when he climbs a ladder. The direction the player is looking at the ladder when he stands in front of it. You dont need the 'angles' key, only 'angle'!. Thank you gynec for this info

6. Finally, save your map and compile your map. When you run it in the game, you will have a working ladder.


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