Gunrock Posted June 20, 2020 How can I make this door open at the split points in the pic like in Quake? A simple polyobj move will just split the door unevenly in half. Can not figure this one out. Thanks guys as always!! 0 Quote Share this post Link to post
andrewj Posted June 20, 2020 Probably requires using 3D models.... 0 Quote Share this post Link to post
Jon Posted June 20, 2020 It’s doable with boom. The trick is for the door sector to be invisible and the texture to be independent and tied to scrollers that move when the invisible ceiling raises or lowers. You have one side of the door on one texture scrolling one way, and the other on another the other. 2 Quote Share this post Link to post
Dexiaz Posted June 20, 2020 I'll also suggest Door_Animated function. 0 Quote Share this post Link to post
Gunrock Posted June 20, 2020 3 hours ago, Deⓧiaz said: I'll also suggest Door_Animated function. Yeah someone on Zdoom.org suggested that too. Everything you guys suggested is great. Unfortunately, I'm terrible when it comes to creating new/ animated graphics, models :( 0 Quote Share this post Link to post
SilverMiner Posted June 20, 2020 (edited) Try this --> Map example.zip EDIT: (screen) Edited June 20, 2020 by SilverMiner 5 Quote Share this post Link to post
andrewj Posted June 21, 2020 Oh I thought you wanted a fully 3D door. If you are satisfied with a paper thin "door" then there are simpler techniques to achieve that (as mentioned above). 0 Quote Share this post Link to post
Gunrock Posted June 21, 2020 Thanks again SilverMiner and andrewj!!. I will go with that technique. 1 Quote Share this post Link to post
Graf Zahl Posted June 22, 2020 On 6/20/2020 at 7:38 PM, Gunrock said: Yeah someone on Zdoom.org suggested that too. Everything you guys suggested is great. Unfortunately, I'm terrible when it comes to creating new/ animated graphics, models :( You do not really need much of an animation for Door_Animated. If you got two graphics of the door halves the rest can easily be done by using TEXTURES to define the animation frames - and this method has one big advantage over the hacks that got suggested here - it's an engine feature so you got proper detection of something blocking the door. 0 Quote Share this post Link to post
printz Posted June 22, 2020 Can't you have two overlapping polyobjects? Each one will be made of a single 2-sided linedef, using the Polyobj_ExplicitLine special, and with an appropriate solidity flag (e.g. "Blocks Everything") and have a part of the door as midtexture. Then you'll be able to slide them in opposite directions. 1 Quote Share this post Link to post
Jon Posted June 23, 2020 12 hours ago, Graf Zahl said: You do not really need much of an animation for Door_Animated. If you got two graphics of the door halves the rest can easily be done by using TEXTURES to define the animation frames - and this method has one big advantage over the hacks that got suggested here - it's an engine feature so you got proper detection of something blocking the door. what resolution do those animations tick at? The Vanilla doom animation rate would make a very stuttery door. The boom scroller is much smoother, has a proper door in it so does all the normal blocking etc and - if important to OP, might not be - works in more ports than just gzdoom. 1 Quote Share this post Link to post
andrewj Posted June 24, 2020 21 hours ago, Jon said: The boom scroller is much smoother, has a proper door in it so does all the normal blocking etc I don't recall BOOM supporting a door like that. 0 Quote Share this post Link to post
NiGHTMARE Posted June 24, 2020 (edited) On 6/23/2020 at 7:44 AM, Jon said: what resolution do those animations tick at? The Vanilla doom animation rate would make a very stuttery door. The boom scroller is much smoother, has a proper door in it so does all the normal blocking etc and - if important to OP, might not be - works in more ports than just gzdoom. You can specify the tics with Door_Animated, much like you can with Boom's ANIMATED lump. Edited June 24, 2020 by NiGHTMARE 0 Quote Share this post Link to post
Gez Posted June 24, 2020 9 hours ago, andrewj said: I don't recall BOOM supporting a door like that. It's a trick. You combine a normal door with a ceiling height transfer so that the door always looks "open", and with middle textures that will serve as the visual doors that have a ceiling-height-based texture scroller. The result is that when the door is opened, the texture scrolls to the side as smoothly as your port's interpolation allows, but it otherwise works mechanically as a regular vertical door. 3 Quote Share this post Link to post
Jon Posted June 24, 2020 Finally found these old threads about this, that I struggled to find (until now) https://www.doomworld.com/idgames/prefabs/slidoor 1 Quote Share this post Link to post
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