Gunrock Posted September 15, 2019 I have been trying for the last few hours trying to create a scenario that has a midtexture on a 3d floor that blocks the player on top but not the bottom. When setting the line to impassible, it will block everything no matter the height. Example: 0 Quote Share this post Link to post
Gunrock Posted September 15, 2019 Here is another pic of the problem: 0 Quote Share this post Link to post
boris Posted September 16, 2019 Are you already using the "walkable middle texture" on the lines, or do you want something different? 0 Quote Share this post Link to post
Gunrock Posted September 16, 2019 As you can see from the pic, the midtexture is set to impassible, and placed down by an offset. However this blooks the player even though i'm well below the 3d floor. Any suggestions? 0 Quote Share this post Link to post
Graf Zahl Posted September 16, 2019 If you want to add a completely impassible 3D barrier, the best option would be to use an invisible but solid 3D floor. You can still combine this with a mid texture on another linedef. 0 Quote Share this post Link to post
Gez Posted September 16, 2019 15 hours ago, Gunrock said: I have been trying for the last few hours trying to create a scenario that has a midtexture on a 3d floor that blocks the player on top but not the bottom. When setting the line to impassible, it will block everything no matter the height. Example: You want projectiles to pass through? I believe it's possible with 3D middle textures. There's an extra flag you have to set, called "Projectile shoot-through middle texture" in the Doom Builders, or "3D MidTex Impassable" in SLADE. (And midtex3Dimpassible in raw UDMF code.) It makes the 3D mid tex line behave like an impassable line, so projectiles can go through but players and monsters can't; and only for the vertical span of the texture like a regular 3D MidTex, and it's still fully passable above and below. By the way: it's impassable, not impassible. I know the mistake is common (it even found its way in the UDMF name of the flag), but while "impassable" means "unable to be passed", "impassible" means "unable to feel pain"... The etymology of impassible is related to passion, which originally meant suffering. 0 Quote Share this post Link to post
Mr.Rocket Posted September 16, 2019 (edited) If I recall, 3d floors can be movable and removable by means of script. ~ something like flooding water. So as Graf mentioned, a transparent 3dfloor could be setup for blocking, and then removed via script later if needed. Or when you get close to it the floor goes up, and when you aren't too close the wall goes down allowing you to shoot through it. Edited September 16, 2019 by Mr.Rocket 0 Quote Share this post Link to post
Worst Posted September 16, 2019 The solution posted by Gez seems most appropiate for this scenario. There's another trick that can be done with custom bridge things, but you should really just use the correct 3D midtexture line flag here and disable the default impassable flag. 0 Quote Share this post Link to post
Gunrock Posted September 16, 2019 9 hours ago, Graf Zahl said: If you want to add a completely impassible 3D barrier, the best option would be to use an invisible but solid 3D floor. You can still combine this with a mid texture on another linedef. Thanks Graf and Gez!!! This option seems close to what can be done. 0 Quote Share this post Link to post
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