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New type of sloping floors

Posted: Sun Oct 01, 2006 20:10
by Alex-bomber_Man
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!

Posted: Sun Oct 01, 2006 21:06
by Graf Zahl
I deleted your other thread. As for the feature, it certainly is something I have thought about but so far haven't done anything about it because there's no maps yet that use it.

Posted: Mon Oct 02, 2006 0:11
by Nash
It's much quicker to generate terrains with ZTerrain than manually editing the vertices in a map editor!

Now if Doom map editors were so advanced that you can move the vertices in 3-d mode in real-time, then that's a different story.

Posted: Mon Oct 02, 2006 8:22
by Graf Zahl
This would be most useful if ZTerrain were to use it to create its data. The current method is not precise enough and there's visible seams at the edges.

Posted: Mon Oct 02, 2006 9:45
by Nash
Right. It would look more seemless then.

Hope you get around to implementing vertex slope things someday.

Posted: Mon Oct 02, 2006 22:04
by Shinjanji
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! :lol: )



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?!)

Posted: Wed Oct 04, 2006 20:04
by Alex-bomber_Man
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 :)

Posted: Wed Oct 04, 2006 21:02
by Graf Zahl
If you post it in another format, maybe. I don't download and start executables from untrusted sources.

Posted: Wed Oct 04, 2006 21:12
by Nash
Hey Graf, I think even if there aren't many maps that use this, I still think it's good idea to implement it anyway as it'll open up possibilites for more natural and better looking terrain for other ZDoom modders out here.

Looking forward to this. :)

Posted: Thu Oct 05, 2006 19:38
by Alex-bomber_Man
Well, Graf, if you are about map executable (vReal.wad), then you can trust it - it is SFX archive of 7-zip archivator! Download it and try - you'll like it!

Posted: Fri Oct 06, 2006 13:34
by SlayeR
This could be done so much easier with a new map format :P

Posted: Fri Oct 06, 2006 22:58
by wildweasel
Alex-bomber_Man wrote:Download it and try
That's exactly the thing he doesn't want to do. Graf is known to dislike pretty much any archive format aside from Zip, so if you want him to even bother, you probably ought to zip it instead of relying on a self-extractor program.

Posted: Fri Oct 06, 2006 23:01
by Graf Zahl
This has nothing to do with archive formats. But I am very reluctant to start EXEs with unknown content. This is the easiest way to catch a virus or other evil things. I haven't had a virus infection on my computer for 16 years now and I don't intend to change that.

Posted: Sat Oct 07, 2006 9:27
by Alex-bomber_Man
Oh, Graf, don't be stupid - i've packed it myself, and there are no viruses on my computer - i've realtime kaspersky monitor!

Posted: Sat Oct 07, 2006 11:23
by Nash
If it's only WADs, you really ought to use the ZIP format instead... it's a standard format anyway. Just a word of advise.