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How does Valve get func_ladders to work in their maps?

  • 1234567890throwaway
  • March 10, 2016 at 9:09 PM
  • 1234567890throwaway
    • March 10, 2016 at 9:09 PM
    • #1

    Whenever I decompile an official Valve level (at least in CS:GO), they use func_ladders. I know how to make ladders via other techniques, but I'm curious to know how Valve makes their ladders with func_ladder. I've even directly copied the ladders from the maps and they still don't work. I don't need to know, but it just makes me really curious. Does anyone know?

  • El_Exodus
    • March 10, 2016 at 9:52 PM
    • #2

    I'm not sure, but that's probably just an error when decompiling due to the program being old. Just use the ladder tool texture.

  • tr0nic
    • March 11, 2016 at 3:26 AM
    • #3

    Having a brush with ladder texture applied to the ladder face ( other 5 faces with nodraw ) works fine. In Left 4 Dead, ladders were created in the nav mesh directly, not sure about CSGO though.

  • Lykrast
    • March 11, 2016 at 6:23 AM
    • #4
    Quote from tr0nic

    Having a brush with ladder texture applied to the ladder face ( other 5 faces with nodraw ) works fine.

    Just straight up making a brush with 6 ladder faces works fine too, although I don't know if it's better or worse than what you suggested.

    However, you'll need to build them manually in the nav mesh, in nav_edit 1, point at them and use the command "nav_build_ladder", which also automatically connects the newly created ladder mesh to nearby areas, so there's that.

  • blackdog
    • March 11, 2016 at 8:24 AM
    • #5

    Don't they use ladder props these days? Eg cs_assault

    in the HL2 map I've started I used the entity (start-end ladder point entity + dismounts) and worked at first couple compiles… then without changing anything, became non-climbable! >:(

  • Vaya
    • March 11, 2016 at 11:24 AM
    • #6
    Quote from blackdog

    Don't they use ladder props these days? Eg cs_assault

    in the HL2 map I've started I used the entity (start-end ladder point entity + dismounts) and worked at first couple compiles… then without changing anything, became non-climbable! >:(

    The prop itself is just detailing. It'll always be wrapped in a tool brush


    Edit - 2nd point. make sure you've not turned off the toolbrush visgroup and forgot to turn it back on.. ;)

  • blackdog
    • March 11, 2016 at 2:13 PM
    • #7

    I don't have any tool brush, as the tutorial I picked was showing to use the point entities.

    I did start with a tool brush and when I tried to turn into a func_ladder, like in HL1 times, but that func wasn't coming up so I looked for tutorials.

  • leplubodeslapin
    • March 11, 2016 at 2:30 PM
    • #8

    It's not the same method for Half-Life 2. In HL2, a ladder is a sort of rail you have to follow, you place an entity at the beginning of the path and another at the end.

    In counter-strike games it's different : you place a 3D tool brush (with the ladder texture) and when a player touchs it, he will stick to it and gravity is cancelled (you can go up and down). Therefore, players can also move laterally and fall if they go too far sideways.

    As far as i know, func_ladder is completely useless. I also think, as Exodus said, that it's just the decompile process that does that.

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