Smoooooth func_tracktrains? Created 13 years ago2010-11-27 08:28:31 UTC by Instant Mix Instant Mix

Created 13 years ago2010-11-27 08:28:31 UTC by Instant Mix Instant Mix

Posted 13 years ago2010-11-27 09:17:55 UTC Post #287370
I've done the ambitious thing of making an elevator which is vertical for a period , and then clambers down a slope , coming to halt.
The elevators are pretty bulky and should have props on them when it's in use , however it current changes angle suddenly when moving between path_tracks , making all the props on it jitter around.

Is there any way I could make the func_tracktrain smooth it's position at path_tracks?
User posted image
The elevator slope in question
Instant Mix Instant MixTitle commitment issues
Posted 13 years ago2010-11-27 09:47:44 UTC Post #287373
You could use more path_corners/tracks closer together and with smaller angle changes, but that might not be very helpful in the long run.
Aside from that, I can't think of anything. Guys?
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2010-11-27 10:19:12 UTC Post #287374
Jeffmod, that's generally something one would do in goldsource engine, but source is different, so there would probably be another way to solve this.
Skals SkalsLevel Designer
Posted 13 years ago2010-11-27 10:31:24 UTC Post #287375
I tried seeing if "Distance between wheels" would change anything but it doesn't appear to. I could probably put in a good few more path_tracks like jeff said but i'd get the same problem , only slightly less visible
Instant Mix Instant MixTitle commitment issues
Posted 13 years ago2010-11-27 10:57:06 UTC Post #287377
It depends on how bad the jitter is. If it's minimal and you can live with it you should just go ahead and leave it like that unless you find a proper solution. I doubt there is a proper solution like this, since I think I've actually never seen a sloped elevator like this, and I guess this jitter is the reason for it.
Skals SkalsLevel Designer
Posted 13 years ago2010-11-27 22:40:36 UTC Post #287405
Is this for SP or MP?

If it is SP, then the player will only be inside, which means it does not have to travel against the wall.

If its MP then I can't help you.
Posted 13 years ago2010-11-29 08:46:49 UTC Post #287465
I've absolutely no idea what you just said Don
Instant Mix Instant MixTitle commitment issues
Posted 13 years ago2010-11-29 12:45:41 UTC Post #287471
I believe he is referring to line of sight...

If you are inside then you don't necessarily see everything...

Not quite sure what Don is referring to exactly but I would think that adding more points would smooth your track. I have done a few trains and I think I had similar problems. Add more points on all curves, even if you have to add one every inch or two. This WILL smooth your ride.
Posted 13 years ago2010-11-29 13:42:29 UTC Post #287474
I think he's referring to the fact that in a singleplayer map, you'd definitely be inside it as it went up, so it doesn't have to follow the wall exactly, since you can't see what's happening outside of it. In a multiplayer map though, you would be able to see it. But looking at the design of that elevator, it wouldn't matter, as you're not completely enclosed.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 13 years ago2010-11-29 15:12:25 UTC Post #287475
I think I've actually never seen a sloped elevator like this, and I guess this jitter is the reason for it.
Check out the elevators in the Eiffel tower.

What I understand as Instant Mix's problem is that the elevator rotates on a horizontal axis to be perpendicular to its path, instead of staying perfectly level. At least in HL1, can be fixed by using a func_train instead of a func_tracktrain.
Posted 13 years ago2010-11-29 16:49:21 UTC Post #287479
There is a keyvalue on the func_tracktrain to set smoothing between path_tracks, it's off by default, so try using one of the other options (ease in/out or linear blend). You can also force it to remain in it's default orientation instead of rotating between tracks to keep it 'upright'. The movement direction is irrelevant.

Rough movement between each track is best handled by adding more path_tracks, as mentioned, instead of trying to use one of the smoothing algorithms; you have more precise control over the train's movement by adding more path_tracks.
RabidMonkey RabidMonkeymapmapmapfapmap
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