Moving 3-D floors?
Moderator: Graf Zahl
- BlazingPhoenix
- Posts: 488
- Joined: Sun Aug 28, 2005 5:11
- Contact:
- DoomGuy
- Posts: 47
- Joined: Tue Apr 25, 2006 4:02
Horizontally moving 3-D floors
Silver Sonic, it seems that there are a few people who have some ideas as to how to make this effect work. Not necessarily making a 3-D floor move horisontally, but getting the same effect using other means. I am trying to get the effect where you would activate a switch or walk-line and a 'bridge' would slide out of a cliff or wall and move across a ravine or moat so that you could walk across. Nash's post suggests using moving actors designed to look like a texture and make it move. There may be some other ways to accomplish the effect I want.
- The Ultimate DooMer
- Persecution Complex
- Posts: 152
- Joined: Tue Nov 08, 2005 23:04
- Location: Industrial Zone
- Contact:
- Paul
- DRD Team Admin (Inactive)
- Posts: 1058
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland - Grojec / Radom
- Contact:
- The Ultimate DooMer
- Persecution Complex
- Posts: 152
- Joined: Tue Nov 08, 2005 23:04
- Location: Industrial Zone
- Contact:
Re: Horizontally moving 3-D floors
You can use a 2-sided poly to do that, but you'd have to use crossbeams in the middle and you'd have to wait for it to stop moving before you crossed it. Plus it'd probably bleed etc. if it wasn't small.DoomGuy wrote:Silver Sonic, it seems that there are a few people who have some ideas as to how to make this effect work. Not necessarily making a 3-D floor move horisontally, but getting the same effect using other means. I am trying to get the effect where you would activate a switch or walk-line and a 'bridge' would slide out of a cliff or wall and move across a ravine or moat so that you could walk across. Nash's post suggests using moving actors designed to look like a texture and make it move. There may be some other ways to accomplish the effect I want.
- DoomGuy
- Posts: 47
- Joined: Tue Apr 25, 2006 4:02
Bridge with crossbeams?
Ultimate Doomer,
I want to be able to walk under the "bridge" as well as over it. Other wise I would use a Polyobject and make it move across the ravine or moat. But a polyobject would block off the moat or ravine (or whatever you want to call it) Please explain how this would be done.... Also, if you had an example wad that would be great!
Thanks.
I want to be able to walk under the "bridge" as well as over it. Other wise I would use a Polyobject and make it move across the ravine or moat. But a polyobject would block off the moat or ravine (or whatever you want to call it) Please explain how this would be done.... Also, if you had an example wad that would be great!
Thanks.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- The Ultimate DooMer
- Persecution Complex
- Posts: 152
- Joined: Tue Nov 08, 2005 23:04
- Location: Industrial Zone
- Contact:
2-sided polyobjects are self-referencing sectors (a sector that references itself on both front and back sidedefs) instead of solid columns. Set the height and you can walk on them. But you have to use offsetted main textures instead of lower textures for the visuals, and you get no floor texture either because self-referencing sectors are invisible. (that's why I said about crossbeams).
But unless your ravine is really small the poly would bleed like hell and might be invisible anyway, which is why Graf says it won't work.
But unless your ravine is really small the poly would bleed like hell and might be invisible anyway, which is why Graf says it won't work.
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
Well, I consider bridges made up of middle textures to be obsolete now in GZdoom. I never liked the idea of thin strips of graphics to represent a bridge. One of the things that got me hooked on GZdoom was that I could make a proper looking bridge.
The only way I see possible (while still looking decent) is the bridge being built by segments.
off topic: TUD, how's your Hexen project going? You never update your website
The only way I see possible (while still looking decent) is the bridge being built by segments.
off topic: TUD, how's your Hexen project going? You never update your website

- The Ultimate DooMer
- Persecution Complex
- Posts: 152
- Joined: Tue Nov 08, 2005 23:04
- Location: Industrial Zone
- Contact: