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Polyobjects in 3D Space?

Posted: Mon Apr 02, 2007 16:59
by Rex Claussen
I am creating a room-over-room area as follows:
  • 1. The player passes North through a set of sliding doors (polyobjects).
    2. After passing the doors the player enters an elevator.
    3. The elevator lowers until it reaches the lower floor.
    4. The player leaves the elevator and moves South into a corridor.
In other words, the player is in a lower level that passes under the upper level, including being under the sliding glass doors.

Is this possible?

Posted: Mon Apr 02, 2007 17:27
by Graf Zahl
No. Polyobjects are just walls that can move around - with all the limitations that come with walls.

Posted: Mon Apr 02, 2007 22:41
by Rex Claussen
Yes, that's what I had figured. Thanks for confirming it, though.

Posted: Tue Apr 03, 2007 1:41
by Syfo-Dyas
I had hoped otherwise too, but oh well. We've got plenty of other features to tinker with! :)

Posted: Fri Apr 06, 2007 18:48
by Shinjanji
I suppose it isn't too devastating to have a set of synchronized doors at each end...

Then again, you could always just make the elevator exit in a different direction :P

Posted: Tue Apr 24, 2007 14:29
by Tormentor667
Rex Claussen wrote:Yes, that's what I had figured. Thanks for confirming it, though.
I'd suggest using silent teleporters here.

Posted: Wed Apr 25, 2007 2:51
by Rex Claussen
Tormentor667 wrote:I'd suggest using silent teleporters here.
That's exactly what I ended up doing. Of course this meant duplicating a complicated elevator that I had built, but that was mostly a simple matter of cut and paste. I had posted a question about silent teleports in an elevator in the ZDooM forums, and have worked out a seamless transition for the player from one elevator to the next.

Posted: Wed Apr 25, 2007 14:56
by Tormentor667
Great, but could you tell us for what mod you need this? I'm just curious ;)

Posted: Thu Apr 26, 2007 3:42
by Rex Claussen
Tormentor667 wrote:Great, but could you tell us for what mod you need this? I'm just curious ;)
I'm working on another Half-Life mod for GZDooM, this time called Paranoid. It's a 5-map hub that is mission-driven. Using png format images (including for many of the actors) and GZDooM's 3D and dynamic lights features, I am able to create environments that are virtually indistinguishable from Half-Life. More information at DooM Nexus.

Posted: Thu Apr 26, 2007 11:55
by Tormentor667
Any screenshots yet? :) Sounds very interesting man! :D

Posted: Thu Apr 26, 2007 12:26
by Rex Claussen
Tormentor667 wrote:Any screenshots yet? :) Sounds very interesting man! :D
I'm working to wrap up the first map, and you may have seen on the ZDooM forums that I was struggling with some issues with slopes in 3D space. Anyhow, I resolved that issue, and put up some screenshots just for the object that I constructed. There are links on that thread, but I'll link them here too. Meanwhile, I have created high-res sprites for some non-player characters, and want to put them into the wad before I take screenshots. So, it may be a few more days before I put up screenies.

Original Half-Life object
GZDooM version, Angle 1
GZDooM version, Angle 2
GZDooM version, Angle 3