See-through doors

Handy guides on how to do things, written by users for users.

Moderators: GZDoom Developers, Raze Developers

Forum rules
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
User avatar
Kappes Buur
 
 
Posts: 4010
Joined: Thu Jul 17, 2003 12:19 am
Location: British Columbia, Canada

See-through doors

Post by Kappes Buur »

Here is a tutorial to make see-through (transparent) doors.
Last edited by Kappes Buur on Tue Sep 01, 2020 2:01 pm, edited 1 time in total.
User avatar
Zan
Posts: 338
Joined: Sat Oct 22, 2016 12:43 pm
Discord: Zan#0149
Location: The depths of Hedon.

Re: See-through doors

Post by Zan »

Cool, nice.
User avatar
Rachael
Admin
Posts: 12906
Joined: Tue Jan 13, 2004 1:31 pm
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Preferred Pronouns: She/Her

Re: See-through doors

Post by Rachael »

Just remember that any method that uses unclosed sectors is not officially supported, and is known to be spotty on modern engines.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47992
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: See-through doors

Post by Graf Zahl »

Rachael wrote:Just remember that any method that uses unclosed sectors is not officially supported, and is known to be spotty on modern engines.
To be more precise: It tends to make some node builders generate a broken BSP that may cause glitches. While it may have been popular, this particular method is not really recommended anymore.

The same recommendation stends for the self-referencing sector method because it can easily cause flat bleeding - this is even visible on some released maps if you know where to stand when the door opens.
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: See-through doors

Post by Nevander »

For UDMF maps you can do it by overriding the sector's sound sequence to a door sound and place a midtexture in a sector which raises like a normal door. Then you get the normal door sound and also get blocking like a door if you put the appropriate flags. If you want two sides to it then of course just draw another midtexture however many units behind the first, also sides if your door has visible sides.

Another way would be to do a 3D floor with midtexture walls, then override the control sector's sound sequence and place it very close to where the door will be.

Return to “Tutorials”