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.

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.
User avatar
Kappes Buur
 
 
 
Joined: 17 Jul 2003
Location: British Columbia, Canada

Re: See-through doors

Postby Zan » Fri Jul 14, 2017 1:32 pm

Cool, nice.
User avatar
Zan
 
Joined: 22 Oct 2016
Location: The depths of Hedon.
Discord: Zan#0149

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.
User avatar
Rachael
Webmaster
 
Joined: 13 Jan 2004
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

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.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

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.
Nevander
Self-Banned User
 
Joined: 07 Jan 2014


Return to Tutorials

Who is online

Users browsing this forum: No registered users and 1 guest