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How do I make sloped 3d floors?
Posted: Fri Nov 25, 2005 16:02
by BlackFish
Heh. Just wondering.

Posted: Fri Nov 25, 2005 16:10
by Graf Zahl
Slope the control sector. Its slopes are transferred to the destination.
Posted: Fri Nov 25, 2005 16:11
by Enjay
Slope the control sector - the one you use to define the heights of the 3D floor.
[edit]beaten to it[/edit]
Posted: Fri Nov 25, 2005 16:23
by BlazingPhoenix
but how do you make it to slope to the nearest sector? like a window or something?
Posted: Fri Nov 25, 2005 16:33
by Enjay
Make a sector at the height you want the 3d floor to slope to join onto the control sector and align the control sector with the container sector. Or you could use slope things.
Posted: Fri Nov 25, 2005 16:38
by BlazingPhoenix
slope things....ick, but thanks Enjay.
Posted: Fri Nov 25, 2005 16:50
by Enjay
A demo wad any use to you?
I've also put in 2 other things that people seem to have difficulty with (including me for a while) - a 3D object with different textures on each side and that object is also set to rise and fall using a script.
Posted: Fri Nov 25, 2005 19:35
by BlackFish
thanks

Posted: Fri Nov 25, 2005 22:01
by Graf Zahl
Is this going to be an Unreal TC?
Posted: Fri Nov 25, 2005 22:07
by BlackFish
I knew somebody would recognize it!
Yes I'm attempting to port unreal levels into GZdoom. However the outdoor levels are a bit in question since they are very large. You think it's possible to have them in GZdoom?
I'm doing this for simple experimentation purposes so I can get ideas for Aknai on what I can and cannot do.
Posted: Fri Nov 25, 2005 22:15
by Graf Zahl
Although Unreal's levels are large I never found them particularly detailed. But that's the biggest problem with speed issues so I don't think you have to worry too much there.
Posted: Sat Nov 26, 2005 21:00
by BlazingPhoenix
I'm still having problems with sloped 3D floors, I'm following Enjay's example wad and I still can't get anything to work
