David Ferstat wrote: and monsters can see through the fake floors and ceilings,
No, they can't. That is handled by the sight checking code.
Moderator: GZDoom Developers
Vader wrote:
(the iso-view partially sucks)
Vader wrote:Let´s say the above picture is taken in the editor of your choice.
now what I think Compwhiz128 is trying to do is:
Drawing a simple room + a stairway leading down(1)
Connecting the stairway with another room, wich is about in the same position as the first room only a few mapunits below it´s floor (2)
Given a hypethitical isometric view, it would look like shown in 3.
You wouldn´t be able to see the above room from the room below or vice versa.
I know that it was possible in Duke3d, but I´ve no clue about how it could work in Zdoom:?
Hirogen2 wrote:Your text and arrow skills fail it completely, AND the map and 3D view look better than text/arrow... how come?
Daniel wrote:How about this:
Suppose the higher sector is 256/128 ceiling/floor height
Suppose the lower sector is 128/0 ceiling/floor height
When the player go down to the stairs, just put a line that moves down the floor, and following, a line that puts the ceiling down; before these lines, just put a line that puts the floor up and a line that puts the ceiling up (all oriented in the player way to go down the stairs).
READY! You'll have your (fake) 3D SECTOR!!!!!!!
Laughing
Graf Zahl wrote:David Ferstat wrote: and monsters can see through the fake floors and ceilings,
No, they can't. That is handled by the sight checking code.
Vader wrote:Seriously, this method is a very cheap hack plus it wouldn´t work in multiplayer games
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