See-through doors

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See-through doors

Postby Kappes Buur » Fri Jul 14, 2017 1:31 pm

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.
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Re: See-through doors

Postby Zan » Fri Jul 14, 2017 1:32 pm

Cool, nice.
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Re: See-through doors

Postby Rachael » Fri Jul 14, 2017 2:25 pm

Just remember that any method that uses unclosed sectors is not officially supported, and is known to be spotty on modern engines.
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Re: See-through doors

Postby Graf Zahl » Fri Jul 14, 2017 4:15 pm

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.
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Re: See-through doors

Postby Nevander » Wed Jul 19, 2017 8:00 am

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.
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