New type of sloping floors
Moderator: Graf Zahl
- Alex-bomber_Man
- Posts: 56
- Joined: Sat Aug 19, 2006 9:47
- Location: Ukraine\Kharkov
- Contact:
New type of sloping floors
I want to ask author/authors of GZDoom he/they to implement one more type of floor sloping, like in Vavoom sourceport. It works in next way:
There are objects, named 'floor vertex height' and 'ceiling vertex height' -- they must be placed on vertexes of TRIANGLE sector, and slope this sector by vertices. Why triangle? Oh, it's easy - in other ways it will cause bugs, if those slopes will try to slope the sector in different directions.
What do you think about that ? I want it, to make my maps compatible with GZDoom. And ofcourse it's VERY usefull to make opened terrains!
There are objects, named 'floor vertex height' and 'ceiling vertex height' -- they must be placed on vertexes of TRIANGLE sector, and slope this sector by vertices. Why triangle? Oh, it's easy - in other ways it will cause bugs, if those slopes will try to slope the sector in different directions.
What do you think about that ? I want it, to make my maps compatible with GZDoom. And ofcourse it's VERY usefull to make opened terrains!
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Nash
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Nash
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
- Contact:
- Shinjanji
- Posts: 198
- Joined: Sun Nov 06, 2005 16:45
- Location: Pennsylvania, USA
I am all for the idea. Having some experience in editing for 3D games (namely the Quake series), I would much perfer being able to adjust vertex heights on triangles, rather than resort to dodgy and inaccurate slope things. (Or terrain generators, as much as I appreciate ZTerrain, it can be a burden to utilize the terrain to actually put anything on to)
(That, and for Z-adjustment in 3D mode for DoomBuilder, I could just give the vertex things some info so that they'll display... Though if SLADE were to support the feature and display it as such... Bu-bye DB!
)
Question, though: If these vertex heights were to be implemented, the Z coordinate would be absolute, correct? (I could see WAY too many problems if it was sector-relative... what sector would it be in?!)
(That, and for Z-adjustment in 3D mode for DoomBuilder, I could just give the vertex things some info so that they'll display... Though if SLADE were to support the feature and display it as such... Bu-bye DB!

Question, though: If these vertex heights were to be implemented, the Z coordinate would be absolute, correct? (I could see WAY too many problems if it was sector-relative... what sector would it be in?!)
- Alex-bomber_Man
- Posts: 56
- Joined: Sat Aug 19, 2006 9:47
- Location: Ukraine\Kharkov
- Contact:
Well. Who said, that there aren't maps, that use this method?
http://alex-bomberman.narod.ru/doom2tr/vReal.exe
It is MY mod (not complete), which I make for Vavoom engine, and it is maybe one of the most important reasons, why i request this tehnology in GZDoom - i vant to make a GZDoom version of it too!
You can test the map with a help of this:
http://umn.dl.sourceforge.net/sourcefor ... 1.21.2.zip
Yes, this is Vavoom sourceport.
And, maybe it is offtop, but i want to show you, why i need another thing in GZDoom - usefull support for MD2 models:
http://alex-bomberman.narod.ru/models/4 ... eapons.rar
And basic modelpack for Vavoom (i would like somebody to make it work with GZDoom!
):
http://heanet.dl.sourceforge.net/source ... oom_13.zip
This is my weapon-modelpack for vavoom engine. Unrar it into the same directory with engine, and try to play!
I want to add: you will not see those slopes on the first map, but on map02
you will found it - some sloped grass near the road.
Waiting for your opinions about the map
http://alex-bomberman.narod.ru/doom2tr/vReal.exe
It is MY mod (not complete), which I make for Vavoom engine, and it is maybe one of the most important reasons, why i request this tehnology in GZDoom - i vant to make a GZDoom version of it too!
You can test the map with a help of this:
http://umn.dl.sourceforge.net/sourcefor ... 1.21.2.zip
Yes, this is Vavoom sourceport.
And, maybe it is offtop, but i want to show you, why i need another thing in GZDoom - usefull support for MD2 models:
http://alex-bomberman.narod.ru/models/4 ... eapons.rar
And basic modelpack for Vavoom (i would like somebody to make it work with GZDoom!

http://heanet.dl.sourceforge.net/source ... oom_13.zip
This is my weapon-modelpack for vavoom engine. Unrar it into the same directory with engine, and try to play!
I want to add: you will not see those slopes on the first map, but on map02
you will found it - some sloped grass near the road.
Waiting for your opinions about the map

- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Nash
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
- Contact:
- Alex-bomber_Man
- Posts: 56
- Joined: Sat Aug 19, 2006 9:47
- Location: Ukraine\Kharkov
- Contact:
-
- Posts: 120
- Joined: Wed Aug 31, 2005 6:23
- Location: Somewhere
- Contact:
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Alex-bomber_Man
- Posts: 56
- Joined: Sat Aug 19, 2006 9:47
- Location: Ukraine\Kharkov
- Contact:
- Nash
- Developer
- Posts: 1226
- Joined: Sun Sep 25, 2005 1:49
- Location: Kuala Lumpur, Malaysia
- Contact: