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Polydoor Expansion Problem.


Seevy

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I've picked back up doom modding recently and have been trial and erroring my way through a series of problems while mapping. The one problem I can't seem to figure out, despite reading through wikis and other questions, is how to keep my poly doors from expanding. I'm working with swinging poly doors on the UDMF format and I can't seem to give them a fixed height. I'm not entirely sure what I'm doing wrong and I feel like I'm just not getting something. How do I fix this?

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Edited by Seevy

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Uhh, yeah. Normal problem with polyobject. The linedefs that make a polyobject have infinite height. There is not workaround right now.

 

I'm using a midtexture trick. Door textures set as midtextures of a normal sector (this is important, just make a normal sector with sector inside, not linedefs forming a square filed with void). On the textures with midtexture add flags: walkable middle texture (maybe block moster line of sight and block monsters). Just remeber that this way it will create a door outline, but not upper a lower plane, asthis is impossible in doom engine.

 

Hope this helps.

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4 hours ago, ramon.dexter said:

Uhh, yeah. Normal problem with polyobject. The linedefs that make a polyobject have infinite height. There is not workaround right now.

 

I'm using a midtexture trick. Door textures set as midtextures of a normal sector (this is important, just make a normal sector with sector inside, not linedefs forming a square filed with void). On the textures with midtexture add flags: walkable middle texture (maybe block moster line of sight and block monsters). Just remeber that this way it will create a door outline, but not upper a lower plane, asthis is impossible in doom engine.

 

Hope this helps.


It's helped somewhat, since I figured out how to make the shape appear correctly, but now I can't figure out how to make it openable. I've tried using Polyobject Door Swing and Polyobject Explicate Line and either seem to be able to function as openables.

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Standard polyobjects are moving columns of void, so they're infinitely tall.

 

3D polyobjects can be created by making them out of two-sided lines and giving their lines the 3D middle texture flag (aka 3D MidTex or Walkable MidTex) so that collision detection is only done on the height of the texture used for the polyobject. Note however that such polyobjects will still be empty -- if you can look into them (e.g. from above or below), you'll see that they're just lines, without a top or a bottom side. Fully 3D polyobjects do exist in k8vavoom (and in SRB2), but not in GZDoom.

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You can also create them out of raised sector floors. Which should also allow decals to actually appear on them. A few years back it even gave them proper-ish vertical collision, where you could stand on top of them (But not top flat, since like Gez said GZDoom doesn't have REAL 3D polyobjects like K8Vavoom and SRB2). But nowadays there has been some regression that causes both 3D midtexture and raised floor polyobjects to have infinitely tall collision.

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