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How do I make Quake style door split?


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door.jpg.7f15222f290133781a9cc4d03a0f063e.jpg

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!!

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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. 

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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 :(

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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).

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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.

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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.

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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.

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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.

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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 by NiGHTMARE

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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.

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