Jump to content
This Topic

[VANILLA] How to make a new kind of 3D floor! (Projected flats? I dunno what to call it lol)


Guest Unregistered account

Recommended Posts

Guest Unregistered account

(Example WAD): [DOWNLOAD]

 

Local copy: 3D_projected_example_1.wad.zip

 

Hey DooDes, I've finally nailed a new kind of Vanilla visual trick (I thought the fake reflective floor trick would also break Doomworld, but no)! Here's what it looks like:

  Reveal hidden contents

 

So, you want to learn more about it? Read on!

 

What will this work with?

  Reveal hidden contents

 

How useful is it, exactly?

  Reveal hidden contents

 

How do I make it, then??

  Reveal hidden contents

 

Give it a try and amaze yourself with the actually very limited endless possibilities!

 

 

The next step!

  Reveal hidden contents

Have fun! I hope you crazy kids find tons of creative uses for this. :3

 

Bonus: Combine it with self-referencing sectors!

5ZeHxAN.png

Share this post


Link to post

In Doom: The Mars Missions, there's a 3D platform and you can walk on it. You can also see under it, but it's not meant for the player to walk under it. 

 

I also saw a similar trick elsewhere and it could be used to do 3D windows through which you could see the sky. The window was over a corridor, but you could still walk there. 

Share this post


Link to post

Very cool. I've seen (and used) this type of effect before but never considered the possibility of having both the top and the bottom flats being visible, so thanks for this!

Share this post


Link to post
Guest Unregistered account
  On 4/29/2017 at 11:11 PM, axdoomer said:

In Doom: The Mars Missions, there's a 3D platform and you can walk on it. You can also see under it, but it's not meant for the player to walk under it. 

 

I also saw a similar trick elsewhere and it could be used to do 3D windows through which you could see the sky. The window was over a corridor, but you could still walk there. 

Expand  

Oh, right! I haven't played the Mars Missions, but now I guess I'll have to c:

 

As for the second effect, I don't know if it's the same instance you're referring to, but Gothic DM uses a technique to achieve that effect. The difference is that it uses multiple midtextures to hide the gap on the ceiling.

I would link the example presented by Doomworld's editing pages, but since the Forum update it seems the page has been lost :c

Share this post


Link to post

Sadly you didn't include the map to check it out within the game, so I cannot tell which effect precisely this is. But since you say that GZDoom can handle it but GlBoom probably not, is this in any way related to how the bridge is done in the first level of BTSX E1?

 

Share this post


Link to post
Guest Unregistered account
  On 4/30/2017 at 8:55 AM, Graf Zahl said:

Sadly you didn't include the map to check it out within the game, so I cannot tell which effect precisely this is. But since you say that GZDoom can handle it but GlBoom probably not, is this in any way related to how the bridge is done in the first level of BTSX E1?

 

Expand  

I'm not sure, but I'm fairly sure that takes a different approach, as this method produces the effect from walls, and the bridge in BTSX seems to be independent. An example WAD should be uploaded soon!

Share this post


Link to post

This editing trick is ancient. I'd like to link you to the old Doomworld Editing tutorials, except @Linguica seems to have broken it during the transition. It's called "fake 3D bridge" but is more commonly known as the "Mordeth bridge".

Share this post


Link to post
Guest Unregistered account

That is incorrect, because the Mordeth bridge works by not allowing you to view the top of the bridge while you're not on it. If you could, the flat would bleed towards you nonsensically.

 

This trick allows you to create platforms which display a flat on both the top and bottom without any visual errors (depending on how you implement it).

 

However, it makes sense that one would confuse the two, as they both revolve around using flats in weird ways.

Edited by Unregistered account

Share this post


Link to post
  On 4/30/2017 at 10:30 AM, Kapanyo said:

I'm not sure, but I'm fairly sure that takes a different approach, as this method produces the effect from walls, and the bridge in BTSX seems to be independent. An example WAD should be uploaded soon!

Expand  

It's not used for that bridge (which is instead a variant of the mordeth bridge technique), but this does seem similar to the effect used for the 3D overhangs in BTSX E1's final hub map's outdoor scene, and in E2's "Unbaited Vicar of Scorched Earth".

Share this post


Link to post
  On 4/30/2017 at 11:44 AM, Kapanyo said:

This trick allows you to create platforms which display a flat on both the top and bottom without any visual errors (depending on how you implement it).

Expand  

That's "merely" an extension of the same effect. For more fun (but relying on sidedef sector reference abuse instead), check the secret Quake-remake level of Requiem (the famous drop-down into a room below) or the ikspcial tutorial WAD on /idgames showcasing room-above-room corridors. Both by Iikka Keranen. Still, very nice to see people interested into doing tricks the vanilla way instead of immediately assuming gzdoom.

 

Share this post


Link to post

That Requiem map of course has its share of problems making the trick visible.

With hardware rendering it is a hopeless affair to emulate and in a software renderer that allows looking up and down it also quickly shows its limitations.

Not to mention that it totally whacks ZDoom's Trace function.

 

For its time it was cool but these days I guess most users will preceive it as a bug, not a feature, if they use a port that allows more than just looking straight ahead.

 

Share this post


Link to post
  On 4/30/2017 at 3:45 PM, Graf Zahl said:

That Requiem map of course has its share of problems making the trick visible.

With hardware rendering it is a hopeless affair to emulate and in a software renderer that allows looking up and down it also quickly shows its limitations.

Not to mention that it totally whacks ZDoom's Trace function.

 

For its time it was cool but these days I guess most users will preceive it as a bug, not a feature, if they use a port that allows more than just looking straight ahead.

 

Expand  

This is why the player is prevented from standing underneath them in BTSX. If you can only see the effect from outside the 3D sector, the effect is completely seamless. I'm pretty sure they also work in GZDoom's hardware renderer.

Share this post


Link to post

If you mean the BTSX stuff, yes, that one works fine. When I played the official release I didn't notice any problems, even the one that prompted me to add a compatibility setting for the earlier version was no longer present.

 

I was talking about the Requiem map in particular, which does not work at all in GZDoom (I have seen variations of this effect work in other maps, though) and glitches in ZDoom's software renderer when looking down.

 

 

Share this post


Link to post
  On 4/30/2017 at 3:45 PM, Graf Zahl said:

 if they use a port that allows more than just looking straight ahead.

Expand  

If people adapt vanilla tricks for Boom-compatible maps, things get interesting again with Boom's "property transfer" action (242). You no longer need to have physical raised floors or lowered ceilings... you can bleed from faked flats instead. In the case of Requiem / ikspcial, you can get rid of an awful lot of control sidedefs that way as well and end up using just the fake floor rectangle and the fake ceiling rectangle. That is much more robust, both in setup and visuals. You'd still end up using an invisible moving 'bridge' sector to allow stuff either to stand above or underneath it (or a simple 3DMidTex grid for those ports that have it).

 

It -kinda- holds up to (limited) mouselook, but it is very finicky to get things working just right. However, any sprites just bleed through the whole illusion, not to mention monster behaviour that simply doesn't care.

 

Used to have this for E2 for elevators that move 'between floors' aka portal layers, but once linked portals were finished there was no need for them anymore and they got replaced with proper portal movement stuff.

Share this post


Link to post
Guest Unregistered account

Holy crap, I wasn't aware of Requiem pulling crazy magical shmizzle like that. I need to open it up and see how it's done!

Share this post


Link to post

tsVMGpN.png
Sucker.  It's mine now!  This is a neat little thing, though.  It's cool that there is always more tricks to learn for doom.

Share this post


Link to post
Guest Unregistered account

Holy shmizzles, what's that mod? Or are you making it? Looks fantastic either way; thanks for trying out the effect!

Share this post


Link to post
  On 5/1/2017 at 8:05 AM, Kapanyo said:

Holy shmizzles, what's that mod? Or are you making it? Looks fantastic either way; thanks for trying out the effect!

Expand  

No, thank you. It's REKKR. A vanilla tc. 

Not finished yet.

Share this post


Link to post

Here's a small demo WAD, runs on E1M1. You've got pillars there so that you can idspispopd on them and see the effect from above.

I hope I've done everything properly. Once again a million thanks to Kapanyo, you're the master, dude.

That first, more limited effect took me ages to figure out because I can't read.

 

test25.zipFetching info...

Edited by bzzrak

Share this post


Link to post
Guest Unregistered account
  On 5/1/2017 at 4:03 PM, Revae said:

No, thank you. It's REKKR. A vanilla tc. 

Not finished yet.

Expand  

Ah, right! Thanks. I still look forward to your WAD!

 

  On 5/1/2017 at 4:18 PM, bzzrak said:

I hope I've done everything properly. Once again a million thanks to Kapanyo, you're the master, dude.

That first, more limited effect took me ages to figure out because I can't read.

 

test25.zipFetching info...

Expand  

Thank you! ^^

I actually expect it took you longer due to my incompetence at explaining things rather than any errors on your part. :<

Edited by Unregistered account

Share this post


Link to post

mMe4kow.png

 

Quickly testing out an idea. Provided you don't get near it, the effect can be used for free-standing structures.

Share this post


Link to post
  On 5/2/2017 at 1:21 AM, AD_79 said:

Quickly testing out an idea. Provided you don't get near it, the effect can be used for free-standing structures.

Expand  

I imagine that wouldn't work if it had a wall rendering above it, and not the sky?  Or am I missing something?

Share this post


Link to post

A witch!
Lemme see a map or a .wad file, please.  I'm going to abuse the shit out of this on at least one map.

Share this post


Link to post

Ah alright.  I thought it was actually separated from the wall.  Still neat.  Still going to abuse it.  Thanks!

Share this post


Link to post
Guest Unregistered account

Holy crapsicles, that's awesome x.x

Great to see people having fun with it!

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...