3D floors and Doors.

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Galaxy_Stranger
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3D floors and Doors.

Post by Galaxy_Stranger »

Sorry if this has been addressed before, but I've always wondered about this ever since people started talking about implementing this feature years ago:

How do these things get along with Polyobjects - like, what would happen if you placed a polyobject on top of the floor?

And can they be dynamically moved around via ACS to construct doors and such?
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Graf Zahl
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Post by Graf Zahl »

Polyobjects don't know anything about height. They always go from the sector's floor to its ceiling. And yes, they can be moved around. But only the ones defined with the Legacy/EDGE method. The ones defined with the Vavoom method are static. That's an inherent limitation of the weird choice to invert the planes so that the control sector's floor is above its ceiling.
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BlazingPhoenix
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Post by BlazingPhoenix »

I belive you can make a 3D-door with lot's of scripting and a Dummy Sector, correct?
heh, that would be neat, is it possible to change the angle of a 3D floor through scripting? (to make a sort of Castle gate be closed and opened?)
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solarsnowfall
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Post by solarsnowfall »

No. At least not in the sense you are thinking of.
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Post by smg m7 »

Slopes can't be changed after they've been created. If you wanted to, it would take very little scripting to make a 3D floor door. All you'd need to do is set a linedef to raise the dummy sector's floor to wherever you want the door to open.
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