Move 3d floor

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AntonZab
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Move 3d floor

Post by AntonZab »

Make support move and rotate for 3d floors. It would be great.
Gez
 
 
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Re: Move 3d floor

Post by Gez »

If it were simple, it would have been made long ago.

3D floors are sector properties, and sectors do not move in the Doom engine. You can change their properties such as the height of floor and ceiling, but you can't move them horizontally.
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Rachael
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Re: Move 3d floor

Post by Rachael »

You can *kind* of fake it with polyportals and using 3D floors inside those, but otherwise it's exactly as Gez said - this cannot be supported, and never will be in a strictly Doom source port.

@ original author:

Thing you must keep in mind is that while Doom is rendered in full 3 dimensions, it's actually completely a 2D game. It's why the maps are designed in 2D, and why the automap itself is shown in 2D. Everything 3D is simply an illusion - it's a trick of the renderer in one form or another to give the illusion of height space, and in some cases, sector-over-sector. The only thing that exists in any form of 3D space at all are the movable objects, such as the player, items, decorations, and monsters - but even that is something that's restricted and has been extended/expanded upon by various source ports (such as GZDoom).
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Zen3001
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Re: Move 3d floor

Post by Zen3001 »

what about the moving sectors in this video?
https://youtu.be/oYI9LFP0K6U?t=174
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Caligari87
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Re: Move 3d floor

Post by Caligari87 »

That's using the polyportal trick Rachael mentioned.

Basically, polyobjects are the opposite of sectors. They are infinitely high walls that can be moved horizontally. The effect here is achieved by putting a line portal on a polyobject, and then moving the polyobject.

8-)
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Re: Move 3d floor

Post by Gez »

This has some side effects. For example, suppose you want to make a flying thing over solid floor -- a cable car for example -- with that system. The floor will move along your cable car, because it'll be the floor beyond the portal.

You can get away with it if the floor is invisible (sky floor) or its movement is undetectable (solid color, for example pitch black for the bottom of a dark chasm). But yeah, it's a solid limitation.

The 3D polyobjects from SRB2 would be nice, and dpJudas' work on software polygone drawer give me hope they can be possible.
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Zen3001
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Re: Move 3d floor

Post by Zen3001 »

Image
Image
Image
this happens when they move(it looks normal again when not moving), I'm not sure if I did something wrong or if this is just a bad idea
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Caligari87
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Re: Move 3d floor

Post by Caligari87 »

That's kinda useless without a test map. Please upload a simple working example of the problem and specify which version of GZDoom you're running.

8-)
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Zen3001
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Re: Move 3d floor

Post by Zen3001 »

here you go
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moving_floor.zip
(2.58 KiB) Downloaded 111 times
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AFADoomer
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Re: Move 3d floor

Post by AFADoomer »

What renderer are you using?
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Zen3001
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Re: Move 3d floor

Post by Zen3001 »

I was using software renderer, it looks much better when I use hardware mode
AntonZab
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Re: Move 3d floor

Post by AntonZab »

I thought that good programmers can easily remake the engine
_mental_
 
 
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Re: Move 3d floor

Post by _mental_ »

AntonZab wrote:I thought that good programmers can easily remake the engine
Then hire them and be happy :smile:
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