Another way to make a polyobject

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Expand view Topic review: Another way to make a polyobject

by Graf Zahl » Wed Jul 27, 2005 3:21 am

Most likely by manipulating texture offsets. And don't forget that there is no source code so it'd be a real pain to do. Besides, ZDBSP eliminates nearly all the polyobject related issues completely so where's the problem?

Re: Another way to make a polyobject

by Killo Zapit » Tue Jul 26, 2005 6:07 pm

Pure Hellspawn wrote:Making polyobjects are quite difficult. I was thinking that there could be an easier method to make a sliding or rotating door.
OH! OH! Speaking of which what about STRIFE LINETYPE 666!

From strifexlat.txt:

Code: Select all

//666 Is used to slide a horizontal or vertical line. But none of the Strife maps
//use it, and polyobjects are better, so I won't bother implementing it.
How did that work anyway?

by randi » Sat Jul 23, 2005 4:25 pm

There is no easier way to make them. Unless you can suggest something that still works within the limits of the Doom engine, that is...

by Graf Zahl » Sat Jul 23, 2005 2:44 am

I doubt there's much that can be done. You have to declare the polyobject with one linedef, give it an anchor and a translation spot. I don't think it can be done easier. All other limitations come directly from the way the engine works and have to be taken care of by the mapper.

by Skeletor » Sat Jul 23, 2005 2:19 am

I've never made anything more complex than a set of sliding doors. I'd like to be able to do cooler things with them but just don't have the confidence yet and the rotating door tutorial looks really complicated.

Rather than it being a Zdoom feature suggestion, I think it's more appropriate that some of the editors people use today could be developed to make using polyobjects less of a chore...

by Graf Zahl » Sat Jul 23, 2005 2:09 am

And how should this become easier? There are so many limitations imposed on polyobjects by the level structure that there really isn't that much that can be done.

by Grubber » Sat Jul 23, 2005 12:29 am

I've learned it mostly from looking at original Hexen maps. Come on, it's not that hard...

by Pure Hellspawn » Fri Jul 22, 2005 9:13 pm

Well, I am among those that can, I actually succeeded. On the other hand, it's quite difficult and there are many among us that are unable to make polyobjects.

wildweasel, make sure everything PERFECTLY matches with what the wiki tutorial says. Also, try using the example wad, I used it instead of the tutorial, and even though my polyobject looks a little different for the sliding door, it still works with no texture problems.

by wildweasel » Fri Jul 22, 2005 7:13 pm

There needs to be a better tutorial. I've gone through the one on the Wiki countless times, and I always manage to screw something up along the way without knowing how to fix it.

by Nmn » Fri Jul 22, 2005 3:52 pm

I realise there are more people who can't do this than the ones that can do this, but it's the way it goes. You gotta learn something.
Please check the wiki or example wads. It's really easy if You get it.

by Pure Hellspawn » Fri Jul 22, 2005 3:47 pm

I'm sure I would not be the only one who would benefit.

Re: Another way to make a polyobject

by Nmn » Fri Jul 22, 2005 3:47 pm

Pure Hellspawn wrote:Making polyobjects are quite difficult. I was thinking that there could be an easier method to make a sliding or rotating door.
Please keep in mind this: it's obvious that just because You can't learn making something programmers will not waste their time to code an easier method on doing this.

I'm not being mean, but the simplest solution is just get a hang of whatever is problematic to You.

by Graf Zahl » Fri Jul 22, 2005 1:35 pm

No, not 'not yet'. The way Doom organizes its levels there is really no other way to do it.

by Pure Hellspawn » Fri Jul 22, 2005 1:25 pm

Not yet at least. That's why I put it in the Feature Suggestion Forum.

by Graf Zahl » Fri Jul 22, 2005 12:56 pm

Sorry. There isn't.

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