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Can you create a finite polyobject under a 3d floor?


evil_scientist

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Hello, fellow doomers, 

I'm trying to create an urban map, and I want the player to be able to move both inside building and on the roofs. I've got the multi-level structure solved with 3d floors. However, now I want to have doors inside the rooms in the 3d-roofed building. Regular doors are not applicable. Polyobjects seem to be the solution, and I've managed to create what I need: a finite polyobject (limited by "Polyobject Explicit Lines"). Unfortunately, it still leaves an invisible block above in the roof area.

 

Question: is this a solvable within GZDoom's confines? Or should I just leave it be and use teleports or something for the exploration of bigger, door-rich interior areas?

Similar questions were asked earlier (example), but no proper solution.

 

I attach the WAD to show what I'm speaking of: CITY BLOCK.rar

 

Screenshot_Doom_20210209_183316.png.e627a4fc0e6480da91d17d69426cb436.png

 

The invisible door slab is in front of the fire stick. (no, it's not the fire stick that's causing the problem, I just put it there to show where the problem area is :) )

Screenshot_Doom_20210209_183249.png.2c8504f9750c148d4a1e57b5e628cce8.png

 

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Make polyobjects move somewhere when the player is on the roof and come back to the right place when the player is on the right floor

Edited by SilverMiner

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You might be able to use a vertical moving 3dfloor if you don't mind the door moving vertically instead.

Otherwise I'd put a chimney around it, then you could just use a normal door.

 

SilverMiner has an idea though, (if it's single player only), the line tags could be on the steps, to take poly away and put it back.

Or if the door is going to stay open, it could just slide out of the map area, or an area you have blocked off anyway. 

Edited by Mr.Rocket

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Thanks for the tips!

 

SilverMiner's trick works pretty well, with high enough movement speed the player cannot see the polyobject pop in and out of place :) 

 

I will look into the creation of a 3d floor based vertically-sliding door, though, too, in case the missing polyobject causes trouble with monster behavior. Although with monsters set to ambush it should be fine.

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I ended up using Mr.Rocket's solution: the door is now a vertically-sliding 3d floor. Works as intended! 

 

The polyobject solution works as well, but there's more chance for glitches (for example, if the door is open when "teleported away", it teleports back in its closed state (because the Map Spot is in the closed position)). I guess I could work out these kinks, but the 3d floor is sufficient for now.

CITY BLOCK v2.rar

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I had to alter the layout somewhat to accommodate the polyslide door.

 

However, there is the drawback that the area above the polyobject blocks the player with an invisible barrier. After all, polyobjects are iinfinitely tall. A possible solution would be to include maybe a decoration, or build some architecture around the blocked area, to prevent the player from reaching that area.

 

xWOmSPM.png

 

CITY BLOCK_KB.zip

Edited by Kappes Buur

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13 hours ago, Kappes Buur said:

I had to alter the layout somewhat to accommodate the polyslide door.

 

However, there is the drawback that the area above the polyobject blocks the player with an invisible barrier. After all, polyobjects are iinfinitely tall. A possible solution would be to include maybe a decoration, or build some architecture around the blocked area, to prevent the player from reaching that area.

Very nice layout!

Yes, I did something like this in my original version. Unfortunately, I want the roof to be completely traverse-able. 

 

Thank you everybody for the ideas and examples! For now, I'm using the vertically sliding 3d sector doors!

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