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Posted: Wed Jun 07, 2006 2:27
by BlazingPhoenix
Now that I read your post again, I don't think that's possible, that would require 3D polyobjects and like everyone else said, impossible.

Horizontally moving 3-D floors

Posted: Wed Jun 07, 2006 3:27
by DoomGuy
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.

Posted: Mon Jun 12, 2006 22:36
by The Ultimate DooMer
I've done moving platforms with solid things and actor movers, but they're quite fiddly to set up (especially as I had to use groups of 4 to make them look remotely decent due to the sprite-based nature), once on top you have to move with them, and if you obstruct them they go out of sync.

Posted: Mon Jun 12, 2006 22:55
by Paul
Those in Sonic Doom you're talking about, if made of models, would be probably the best alternative for true horizontal moving sectors (which is, as said, pretty impossible)

Re: Horizontally moving 3-D floors

Posted: Mon Jun 19, 2006 17:50
by The Ultimate DooMer
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.
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.

Bridge with crossbeams?

Posted: Mon Jun 19, 2006 21:20
by DoomGuy
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.

Posted: Mon Jun 19, 2006 21:21
by Graf Zahl
It can't be done. Don't even try it.

Posted: Tue Jun 20, 2006 13:38
by The Ultimate DooMer
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.

Posted: Tue Jun 20, 2006 19:11
by chopkinsca
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 :P

Posted: Fri Jun 23, 2006 1:24
by The Ultimate DooMer
I never get round to updating it :P

(I updated the wiki entry not long ago though)