riki2321 Posted November 26, 2015 Example, 3d floors only can move down-up, how to make them move left-right too? X and Y axis. 0 Quote Share this post Link to post
riki2321 Posted November 26, 2015 scifista42 said:You don't. Hah, okay. I was really gonna make a level based on moving platforms.. I hope someone finds a way to move linedefs. or not possible. well :) 0 Quote Share this post Link to post
Graf Zahl Posted November 26, 2015 Sorry, but that's really outside the engine's scope. 0 Quote Share this post Link to post
riki2321 Posted November 26, 2015 Graf Zahl said:Sorry, but that's really outside the engine's scope. Its okay, atleast i tried. 0 Quote Share this post Link to post
Gez Posted November 26, 2015 https://www.doomworld.com/idgames/prefabs/floordmo https://www.doomworld.com/idgames/prefabs/flordmo2 https://www.doomworld.com/idgames/prefabs/flordmo3 0 Quote Share this post Link to post
riki2321 Posted November 26, 2015 Gez said:https://www.doomworld.com/idgames/prefabs/floordmo https://www.doomworld.com/idgames/prefabs/flordmo2 https://www.doomworld.com/idgames/prefabs/flordmo3 Holy shit, What i wanted! I fucking thank you for that! props to you man ;) 0 Quote Share this post Link to post
scifista42 Posted November 26, 2015 Don't celebrate too early. It's a hacky trick, little explored, but certainly with its limitations and possible side effects. Good luck implementing that trick in a real map, as opposed to a convex single-sector test map. Don't be surprised if you run into issues with visuals/collisions. But if you indeed manage it to get working and looking right, all props to you! 0 Quote Share this post Link to post
scifista42 Posted November 26, 2015 Gustavo6046 said:*double facepalms* *quadruple facepalms* Seriously, why did you post that, what did you mean? 0 Quote Share this post Link to post
wallabra Posted November 26, 2015 @scifista42: I never though 3D floors could move. 0 Quote Share this post Link to post
riki2321 Posted November 26, 2015 Gustavo6046 said:*double facepalms* Woah, you acted mean 0 Quote Share this post Link to post
wallabra Posted November 26, 2015 riki2321 said:Woah, you acted mean Sorry, didn't mean-t to :S 0 Quote Share this post Link to post
Graf Zahl Posted November 26, 2015 Well, it's not really a moving sector. The entire thing is very limited and probably the best you may ever get. Good for making a simple moving platform but anything more complex and it quickly reaches its limits. 0 Quote Share this post Link to post
Szymanski Posted November 26, 2015 riki2321 said:Example, 3d floors only can move down-up, how to make them move left-right too? X and Y axis. https://www.youtube.com/watch?v=oYI9LFP0K6U about 1:50 into the video 0 Quote Share this post Link to post
wallabra Posted November 26, 2015 Talking about 3D floors, I decided to try myself to make some few cool tricks for Doom in Doom format but I only've got shit. That would be quite a simulated 3D floor without GZDoom. 0 Quote Share this post Link to post
Kappes Buur Posted November 26, 2015 A while ago I needed something like this, and I came up with 3D_bridge_3. 0 Quote Share this post Link to post
GooberMan Posted November 27, 2015 scifista42 said:Good luck implementing that trick in a real map, as opposed to a convex single-sector test map. You can stop sounding like a complete jerk any time you want. 0 Quote Share this post Link to post
snapshot Posted November 27, 2015 scifista42 said:You don't. Can't it be done with PolyObjects ? 0 Quote Share this post Link to post
scifista42 Posted November 27, 2015 ^ Not directly and cleanly what the OP wanted, and even if you exploited the engine's unintended-but-functional quirks, only something "similar" and limited can be achieved, as in the "Floor Demo" wads posted by Gez. 0 Quote Share this post Link to post
Edward850 Posted November 27, 2015 DMGUYDZ64 said:Can't it be done with PolyObjects ? Polyobjects are not moving sectors, they are moving lines. A sector can technically never move, because they don't exist tangibly. You can reference one or be referenced by one, but they don't really have a physical location, and exist only where lines (or rather the BSP if I'm not mistaken?) reference them. In an odd sort of way, it would be technically easier to grow and shrink a room using polyobject/dynamicBSP behaviour then it would be to somehow carry a player in one (as pointless as that would be from their infinite height). Theoretically speaking, of course. 0 Quote Share this post Link to post
GooberMan Posted November 27, 2015 One of the quirks of the polyobject implementation is that the area inside of a polyobject's bounds takes the control sector's height values. And I mean that in the most exact sense. 3D floors applied to the control sector alter the control sector's heights, and thus you can create polyobjects that can be walked both above and beneath using such a method. This behaviour has probably existed for a very long time. The KZDoom transparent polyobject trick required the lines to be set to impassible for it to work, but to my knowledge no one actually plain tried raising the control sector's heights and setting a negative texture Y offset on those lines in those old versions of ZDoom. Needless to say, if the engine is going to give you free collision like that then all that realistically needs to be done is to provide a flat renderer for such floors (it should already have all the seg information necessary to do such a thing thanks to the control sector); and apply friction to objects on top of the platform. The scripts in my examples fill in for the second part. 0 Quote Share this post Link to post
TimeOfDeath Posted November 27, 2015 http://doomedsda.us/wad1327.html = that wad has left/right moving platforms made out of things. 0 Quote Share this post Link to post
snapshot Posted November 27, 2015 Edward850 said:Polyobjects are not moving sectors, they are moving lines. They're still walkable , I guess that should help . 0 Quote Share this post Link to post
Jaxxoon R Posted November 27, 2015 Sonic Robo Blast 2 has a way of rendering tops/bottoms to polyobjects at least. 0 Quote Share this post Link to post
Gez Posted November 27, 2015 Jaxxoon R said:Sonic Robo Blast 2 has a way of rendering tops/bottoms to polyobjects at least. Yes. What it doesn't have, however, is a way to make Doom, Heretic, Hexen, or Strife levels with them. :p 0 Quote Share this post Link to post
Edward850 Posted November 27, 2015 Nor a sane code base.DMGUYDZ64 said:They're still walkable , I guess that should help . You need to actually read posts, not just the first line. It's not even remotely that simple. 0 Quote Share this post Link to post
snapshot Posted November 28, 2015 Gez said:Yes. What it doesn't have, however, is a way to make Doom, Heretic, Hexen, or Strife levels with them. :p I've played some of SRB2's levels and i'm pretty sure i've seen some floating platforms moving left and right, Must be done with PolyObjs , And since he's planning to create a Moving 3D Floor (which means for a Sourceport), He should instead Make it with PolyObjs . 0 Quote Share this post Link to post
Graf Zahl Posted November 28, 2015 Please refrain from posting if you do not know what you are talking about. 0 Quote Share this post Link to post
snapshot Posted November 28, 2015 Then tell us how was it done Smartass . 0 Quote Share this post Link to post
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