Jump to content

A Tutorial on gates and fences in doom...How do they work? How does one create them in DoomBuilder


klif

Recommended Posts

I simply cannot figure out how to make bars, gates, and fences work in DoomBuilder. Any help or a point in the right direction would be greatly appreciated.

Share this post


Link to post

1) Draw a line

2) Set the line’s midtextures on both sides to the desired texture

3) Flag the line as impassable

 

Voila!

Share this post


Link to post

If you're using UDMF format, there's an additional approach: give the mid-texture the graphic you want to use (same as Faceman described above) and then give it the flag "Walkable midtex".

 

This will create a solid wall the same height as the midtex, rather than infinite height if you used "impassible". That way flying monsters can still get over etc. 

 

I'd also recommend giving it the flag "Shootable midtex" to mimic the way classic Doom let's shots through midtextures, so as not to confuse players.

Share this post


Link to post
17 hours ago, klif said:

I simply cannot figure out how to make bars, gates, and fences work in DoomBuilder. Any help or a point in the right direction would be greatly appreciated.

 For simple fences, what Faceman2000 mentioned, plus depending on the sector height you might want to set the linedef to lower unpegged.

 

Gates and bars are possible with GZDoom maps (DiHF, UDMF) when using polyobject or 3D construct.

Share this post


Link to post
  • 2 weeks later...
On 5/22/2022 at 10:20 PM, Faceman2000 said:

1) Draw a line

2) Set the line’s midtextures on both sides to the desired texture

3) Flag the line as impassable

 

Voila!

PERFECT ... SIMPLE ... THANK YOU.

Share this post


Link to post
  • 2 months later...

May I barge in? I have a related question.

 

I have a tall sector, some 400 pixels tall. On the back side there is a lava fall, and I want to have a midtexture in the front to make it look pretty in my little elevator shaft. The problem is, the midtexture stops rendering after 128 pixels (ie. it doesn't "repeat" as normal textures would). Is there a way to make it 'continuous'? I'm using MBF21 (though willing to switch to regular Boom if necessary - but I doubt that'd solve anything).

 

Midtexture renders only once

Share this post


Link to post
On 8/7/2022 at 10:17 AM, RHhe82 said:

May I barge in? I have a related question.

 

I have a tall sector, some 400 pixels tall. On the back side there is a lava fall, and I want to have a midtexture in the front to make it look pretty in my little elevator shaft. The problem is, the midtexture stops rendering after 128 pixels (ie. it doesn't "repeat" as normal textures would). Is there a way to make it 'continuous'? I'm using MBF21 (though willing to switch to regular Boom if necessary - but I doubt that'd solve anything).

 

Midtexture renders only once

If your fall can be downsized to match 3 x vertical height of your texture, you can slap 3 lines within 1 unit like so:
image.png.35ebd5176d9e8561c8ff2979a88a0521.png

Put midtextures with different offsets on them, starting with front linedef being the bottommost texture and up by a layer. It should result in holes being hard to notice on most angles, even with ridiculous mouselook like this:

<clearing up attachment space - a freaking 2 mb PNG used to be here>

 

If this structure will be usually seen from up high, I guess you'll have to do the opposite and make front row the topmost texture to hide holes from the opposite angle. If you need higher - try to add 1 more layer of linedefs 1 unit further I guess.

Edited by Doomy__Doom
clearing up attachment space

Share this post


Link to post
26 minutes ago, Doomy__Doom said:

If your fall can be downsized to match 3 x vertical height of your texture, you can slap 3 lines within 1 unit like so:
image.png.35ebd5176d9e8561c8ff2979a88a0521.png

Put midtextures with different offsets on them, starting with front linedef being the bottommost texture and up by a layer. It should result in holes being hard to notice on most angles, even with ridiculous mouselook like this:

image.png.dfeee25276ed78dfd2c9a6258f2ea98b.png

 

If this structure will be usually seen from up high, I guess you'll have to do the opposite and make front row the topmost texture to hide holes from the opposite angle. If you need higher - try to add 1 more layer of linedefs 1 unit further I guess.

 

Thanks! Such a simple solution, but worked like a charm! Especially in my immediate case where the grating can only be seen from close up. I guess I didn't realize offset can be bigger than the actual texture sizes... I guess a very visually sensitive could detect one pixel transitions in a fast lift, but I guess immersion has already been broken at that point :P

Edited by RHhe82

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...