Swing doors height? help!

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Swing doors height? help!

Postby yuyu3 » Sun Apr 24, 2011 4:06 pm

Hello!, can anyone help me with swing doors? i made one that works fine, but the height of the door reach the top of the map, how can i set height to a poliobj door?
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Re: Swing doors height? help!

Postby esselfortium » Sun Apr 24, 2011 4:20 pm

You lower your ceiling to the height of the door. Polyobjects are 1-sided lines.
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Re: Swing doors height? help!

Postby Xaser » Sun Apr 24, 2011 10:02 pm

It's possible to make the polyobject two-sided (+still impassible) and use midtextures for the sides, but keep in mind that it'll still block from floor to ceiling anyway.

[EDIT] Oh shite, we've got 3DMidtex now. Would that work along with two-sided polies? Might be an interesting prospect if so.
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Re: Swing doors height? help!

Postby NeuralStunner » Sun Apr 24, 2011 10:43 pm

Xaser wrote:Oh shite, we've got 3DMidtex now. Would that work along with two-sided polies? Might be an interesting prospect if so.
IIRC you can make limited-height 2S polyobjects using the height of the containing sector.
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Re: Swing doors height? help!

Postby InsanityBringer » Mon Apr 25, 2011 5:17 am

I vaguely remember it being done in the first level of Zoom... I still have that wad stashed somewhere so I could take a look.
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Re: Swing doors height? help!

Postby Amuscaria » Mon Apr 25, 2011 9:08 am

Wasn't this done in the Philex building bathrooms in Action Doom 2?
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Re: Swing doors height? help!

Postby cq75 » Mon Apr 25, 2011 9:20 am

Xaser wrote:[EDIT] Oh shite, we've got 3DMidtex now. Would that work along with two-sided polies? Might be an interesting prospect if so.


It does work, I just tried it. This is great news, I always thought polyobjects had to be void sectors :)

BUT - the ceiling height of the polyobject control sector must be the same height as the room you put it in, or you'll find a weird invisible wall above the object at the ceiling height of the control sector.

NOTE - the polyobjects have no "top" or "bottom", it's like making a midtexture out of a door

EDIT2 - if you use the upper texture, and lower the ceiling, you can do weird stuff like this (the upper texture moves with the control sector):

If you don't assign an upper texture, it's invisible and serves as a barrier.


Image
Image
Image
Image
Image

I posted this wad in the attachments. Note how you can travel between the middle texture and the upper texture (you'll have to turn on fly and crouch to do it). That's the effect of walkable midtexture.

If you set nothing, you can walk right through the polyobject's midtexture, if you set impassible, it blocks floor to ceiling when the door is closed.

This will come in handy for midtexture (see through) gates that slide open, like fence gates at guard stations.


EDIT 3 - you can even make the midtexture polyobject really complicated, you can put as many midtextures as you want, not just on the edge of the polyobject.
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