I'm striving with an issue related to swinging (polyobject) doors for a while now.
The thing is that the closing/opening doors are "throwing up" the dead bodies on their path.
I know it can be fixed somehow since swinging doors in Blade of Agony don't have this problem. The doors are just simply cliping trough the bodies/weapons pickups/etc.
However I failed to "reverse engeneering" their method.
Any help is appreciated, I'm out of ideas already.
Thank you in advance!
Swinging door vs. corpses and other actors
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- Thorir1993
- Posts: 23
- Joined: Wed May 01, 2019 5:48 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Hungary
Re: Swinging door vs. corpses and other actors
You could use the grinding polyobj setting so that the doors will squish corpses in their path.
- Thorir1993
- Posts: 23
- Joined: Wed May 01, 2019 5:48 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Hungary
Re: Swinging door vs. corpses and other actors
I haven't heard about such a setting. Where can I set it?
Re: Swinging door vs. corpses and other actors
Put Grinding_Polyobj in your MAPINFO map definition (or defaultmap definition, even).
- Thorir1993
- Posts: 23
- Joined: Wed May 01, 2019 5:48 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Hungary
Re: Swinging door vs. corpses and other actors
Thank you!
However now it seems that I've did something else wrong: My polyobject doors were not "empty", instead they were like full "slab" sectors - like a piece of wall if you please.
Now it's kinda working but I'm gonna have to replace every door in my micro-episode.
However now it seems that I've did something else wrong: My polyobject doors were not "empty", instead they were like full "slab" sectors - like a piece of wall if you please.
Now it's kinda working but I'm gonna have to replace every door in my micro-episode.
