Complex criss-cross 3-d structures

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Nash
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Complex criss-cross 3-d structures

Post by Nash »

It's easy to stack 3-d floors one on top of the other, but how would I go about doing more complex 3-d floors like multi-directional criss-crossing highways and things like that?

I'm sure there's a way. I just can't figure it out quite yet...
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BetaSword
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Post by BetaSword »

Of course there's a way. It just takes a few more tags. Basically, you have your lower bridge, and your upper bridge, going over the lower bridge at some point. Now, the areas on the lower bridge that don't have the upper bridge going over them are given one tag (for example, 1). The areas of the upper bridge not going over the lower bridge are given another tag (2). And the area where they intersect is given another tag (3). Then, when making your control sectors, you just label two sides of it instead of just one, one side for tag 1, one side for tag 3. And then for the control sector for the upper area, one side is for tag 2, one side is for tag 3. Of course, with more complex structures with multiple levels, you control sectors will likely become slightly bigger shapes, or just have more lines.

Since that was probably confusing, here's a little test level I just threw together for the hell of it.
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lottafloors.zip
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Nash
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Post by Nash »

Wow, that was pretty easy! Thanks!

I really love GZDoom now. :)

BUT...

We have a small problem here! Beta, try not to delete the attachment for now. Why? Because...

There's a really weird bug. First give yourself a rocket launcher using a cheat code. And then look STRAIGHT UP all the way. Now fire the rocket, aiming at the highest ceiling in the map. Make sure the rocket doesn't hit any of the 3-d bridges. BE SURE NOT TO MOVE. Stay where you are, look all the way up, and fire the rocket at the top-most ceiling.

Try it and see what happens. XD
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BetaSword
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Post by BetaSword »

Wow, that is an interesting little bug. Doesn't happen with any of the other weapons, so I'm guessing it may have something to do with splash damage. I also noticed that the spread on the super shotgun becomes completely vertical. But that may be because it's aimed straight up... Odd.
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Graf Zahl
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Post by Graf Zahl »

Doom can't handle 'straight up' particularly well. The physics code isn't designed for it.
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