floating func_pushables Created 17 years ago2006-05-10 10:48:29 UTC by rowleybob rowleybob

Created 17 years ago2006-05-10 10:48:29 UTC by rowleybob rowleybob

Posted 17 years ago2006-05-10 10:48:29 UTC Post #179302
I've found some complex shapes or structures tied to func_pushable will not float, regardless of buoyancy options.

I've also tried combining the func pushables with clip brushes, and also with BLUE texture rendered invisble--to give it a more uniform size, but with no effect. Actually, the later method causes a leak inexplicably :confused:

Help!
Posted 17 years ago2006-05-10 11:00:03 UTC Post #179303
You don't give much information about what you mean by "complex." Perhaps you could post a problem map with your "shape or structure" in it.

Also, have you tried changing textures? Different textures can cause entities to behave in different ways.
Posted 17 years ago2006-05-10 12:13:55 UTC Post #179312
"complex", meaning many sided, and not at square angles. The brush I'm currently having trouble with is x = 32, y = 32, z = 8 units. The brush has 6 sides with no floating points.

I've tried various values for point size, buoyancy, and friction fields.

The other complex shape is simply a prefab garbage can.

Problem map commencing!

edit: I don't want to change the texture, but I'll try that too if I have to!
Posted 17 years ago2006-05-10 13:42:16 UTC Post #179326
Got it solved.

While making the problem map, I found that a brush has to be 64x64x1 minimum to "tread" water. There may be smaller sizes for the length and Width that will float--I didn't test every size in between--, but 32x32 is definitely too small.

As for how thick it has to be, I didn't test for that, But thicker objects require deeper water to float, regardless of their buoyancy setting.

So, to get my 32x32X8 brush to float, placed a BLUE textured, 64X64X1 unit brush directly underneath it. Then tied the BLUE brush to the func_pushable--select both brushes and hit Ctrl+T.

Inexplicably, doing this caused a leak for me before, but it's not doing it now, so I don't care.
Posted 17 years ago2006-05-10 23:03:45 UTC Post #179412
i love it when people place explinations to their problems!!! rowley is the mayon!
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-05-11 11:52:31 UTC Post #179482
I agree. Very few people post the solution to their problems.

Since solving problems is one of the primary purposes for the forums, everyone should post their solutions.
Posted 17 years ago2006-05-11 17:39:06 UTC Post #179519
Update!

After all that, I found after further dickin' around, that that same 32x32x8 brush will flat just fine with no further modification, as long as you set the "Buoyancy" to 2000 or so.

Depth of the water doesn't seem to matter either, as long as the Buoyancy setting is high enougfh.

Careful though, if you set it too high, it will not only behave erratically, but will also make some most annoying sounds :P
Posted 17 years ago2006-05-11 18:03:13 UTC Post #179520
but will also make some most annoying sounds
Such as... splash? :P

Nah, I just saw why you asked this question. That map turned out pretty nice man. I'm not sure if those floating objects really added something though, they were more annoying for movement and looked too dark compared to the slime, but hey... you did a great rowleyjob, so I shouldn't complain... :)
Posted 17 years ago2006-05-11 22:07:51 UTC Post #179538
what is the ... unit of measure for the input of buoyancy... like i know you set it , in this case at 2000, but what is that lol.. it kinda seems to me like a percentage maybe?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2006-05-12 15:09:49 UTC Post #179648
Good question Tetusu0...but I have absolutely no idea!

It doesn't have any relation to VHE units afaik...

Cap P: TY ^_^ !
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