RevenantFTS97 Posted December 5, 2021 I have no experience in making maps for GZDoom, since I'm a Vanilla Purist (Chocolate DOOM all the way baby XD), therefore I'm only in mapping forVanilla. However, at one point, I would love to make a kick-ass GZDoom map with some dazzling/majestic effects ;) (in a non very distant future XD) What I want to achieve would be something like this... Let's suppose I have this map with this tech-base room. Pretty cute, right? See that floor with the FLAT20 texture? The player triggers the linedef by walking and the place inmediately becomes a hellish place (in fact, it is hell. Look at the sky) What I would like to achieve is: I want the tech-base to "morph" into the hellish place. I would like to also include a "distortion" effect, similar to when the TV signal starts failing (includes the graphical effect and the sound) Now let's go with the questions: 1)It is such thing possible with GZDoom? If so... Are there any maps/WADS that make use of this effect? 2)I think it is worth to mention that the "hellish room" is essentially the "tech-base room", only retextured and with a different sky. Therefore, my question would be... are there any other technical aspects that I should take into account? PLEASE! In case that something that I wrote doesn't make sense, or it is hard to understand, please LET ME KNOW. Sometimes I find hard to express my ideas (if it is hard in my damned native language, imagine in English XD XD XD) 3 Quote Share this post Link to post
Kan3 Posted December 5, 2021 Probably the easiest way to achieve the change of room effect is with a silent teleport. You just have to recreate the same exact room, but with different textures and teleport the player in a way that it's almost unnoticeable that he's been teleported. About the distortion effect instead, the only thing that comes to mind is HUDMessage with SetFont to set the picture for the distortion/noise effect, then PlaySound for the sound 2 Quote Share this post Link to post
Doomkid Posted December 5, 2021 Hmmmm... if UDMF doesn’t have a “change texture as a player crosses a linedef” feature, then it should! As for an approach that should work in Boom, or even maybe vanilla format, you could give the wall a 1 pixel wide border sector that instantly lowers, revealing the hellish wall beneath. Unfortunately these are the only two things that come to mind.. someone who specialises in GZDoom and UDMF may have a better answer! 0 Quote Share this post Link to post
Mr.Rocket Posted December 5, 2021 14 minutes ago, Doomkid said: “change texture as a player crosses a linedef” It does, but I think the last time I tried I ended up making a small script to tell it what texture to change to and what to change back from. Though I'm no UDMF guru but I think pretty much everything mentioned could be done in GZ UDMF. To add to that it might help to do a quick fade lighting then and after the change. I think @Kan3's silent teleporter idea would work pretty well to achieve the effect since the sky will have to change too. 1 Quote Share this post Link to post
Dusty_Rhodes Posted December 5, 2021 2 hours ago, Kan3 said: Probably the easiest way to achieve the change of room effect is with a silent teleport. You just have to recreate the same exact room, but with different textures and teleport the player in a way that it's almost unnoticeable that he's been teleported. About the distortion effect instead, the only thing that comes to mind is HUDMessage with SetFont to set the picture for the distortion/noise effect, then PlaySound for the sound Exactly what I was thinking, this can be achieved very easily with Boom silent teleports, which I believe work in UDMF too. One of my favorite Boom features. And of course MBF sky transfer can be used for the different sky OP asked for. I wouldn't know how to do a distortion effect, but OP can utilize color maps like in BOOMEDIT.WAD and MAp07 of Community Chest 2. Just a thought, I'm much more experienced with Boom than UDMF, though UDMF is very cool. Hope this helps! 0 Quote Share this post Link to post
Dexiaz Posted December 5, 2021 3 hours ago, RevenantFTS97 said: 1)It is such thing possible with GZDoom? If so... Are there any maps/WADS that make use of this effect? 2)I think it is worth to mention that the "hellish room" is essentially the "tech-base room", only retextured and with a different sky. Therefore, my question would be... are there any other technical aspects that I should take into account? 1) Yes, this is possible. About Maps/WADS - I suppose something like that did "Unloved", which aimed to Silent Hill effect to change normal place into Nightmare. 2) People suggests silent teleports, BUT if you want to make the very same room hellish - this is also possible. Since GZDoom (UDMF) supports ACS Scripting, there is a simple command which allow to change textures on floors/ceilings/walls. The sky is a different moment, but there is also a trick. GZDoom supports "Skyboxes" (it's a literally box room with textures of sky which is retranslated to all other places without roofs). You can use the SKY1 texture in this Skybox and by script just change SKY1 texture to SKY2/SKY3 texture. If you need technical help - I can provide all of this stuff for your map, just PM me. 1 Quote Share this post Link to post
leodoom85 Posted December 5, 2021 A silent teleport (or a line portal) works for a seamless transition. The scripting way is more fancy for sure. It needs more steps in order to get the desired result. 0 Quote Share this post Link to post
Catoptromancy Posted December 5, 2021 I slapped this together to see if it would work. Except for skies, this works in vanilla. Using boom can make the actions faster and triggered more smoothly with voodoos on conveyors. https://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/walls.wad 0 Quote Share this post Link to post
Lutz Posted December 5, 2021 See the .WAD "Sector" by @Xaser -- the entire level gets built as you move around 2 Quote Share this post Link to post
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