Slopes, how they really work.
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Slopes, how they really work.
Hi,
Im trying to do a succesion of slopes using diferent height sectors, (think in a half-pipe), thats what I want to do.
I read already the wiki and etc but can't find how to do it, because if every sector needs a slope thing (9500), a line ID (121) and a Plane Align (181)... I have no idea how to put those.
The 2d view of the slope its:
http://rapidshare.de/files/12820120/slope.JPG.html
The red number is his height, now I need to know how to put the slope stuff said above.
Thanks in advance
Im trying to do a succesion of slopes using diferent height sectors, (think in a half-pipe), thats what I want to do.
I read already the wiki and etc but can't find how to do it, because if every sector needs a slope thing (9500), a line ID (121) and a Plane Align (181)... I have no idea how to put those.
The 2d view of the slope its:
http://rapidshare.de/files/12820120/slope.JPG.html
The red number is his height, now I need to know how to put the slope stuff said above.
Thanks in advance
I read the slope article on the wiki 3 times, I understand now the basics, but can figure out how to do the mentioned above (the half-pipe). English is not my language so, if anyone has an example wad of that will be more eficient than a thousand words (I'been trying to do that for 3 days, so definitively I need an example).
Thanks
Thanks
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Enjay ftw.
P.D: But the problem is still not solved.
The base of what I was thinkin to do was that, but there are the actual issues:
I wanted to do a descending ramp loop (I don't know how its called, so here is the wad for those who understand):
http://rapidshare.de/files/12842758/hp2.wad.html
As you can see, its not displaying as a ramp, but a mix of stairs and ramp (its not sloping to the center side). I tried to put 181's on the center sidedefs but nothing happens.
P.D: But the problem is still not solved.
The base of what I was thinkin to do was that, but there are the actual issues:
I wanted to do a descending ramp loop (I don't know how its called, so here is the wad for those who understand):
http://rapidshare.de/files/12842758/hp2.wad.html
As you can see, its not displaying as a ramp, but a mix of stairs and ramp (its not sloping to the center side). I tried to put 181's on the center sidedefs but nothing happens.
Hmm, what you're trying to do here, while difficult, is possible. The thing with the plane_align special is that the opposite line of the slope line has to be parallel so you don't get these breaks between the slopes. What you might have to do, is make a sloped sector, and a really small flat sector bordering all around it.
Unfortunately, I didn't spend a lot of time on this, but it gives you a general idea of what needs to be done. I just took your map and did the parallel lines and stuff. There are alternatives, but it gets more complicated.
Unfortunately, I didn't spend a lot of time on this, but it gives you a general idea of what needs to be done. I just took your map and did the parallel lines and stuff. There are alternatives, but it gets more complicated.
Re: Slopes, how they really work.
Imageshack is your friend.
By the way, your design there won't make the pipe design you want it to. It'll make a flat slope.
Slopes and how to avoid lag
Slopes seems to be a nice addition to a level that is almost finished (I have used 181 on some linedefs now).
But...more important though...how much does it actually slow down a Deathmatch game?
Ok, I get that using 181 in 1-3 places wouldn´t possibly make difference, but if I make a real good finish at my church (which plays big part in my DM-level) I would have to use 181, maybe 50 times.
Is it smart to do so, or just something that will look good, but work bad when playing the map?
But...more important though...how much does it actually slow down a Deathmatch game?
Ok, I get that using 181 in 1-3 places wouldn´t possibly make difference, but if I make a real good finish at my church (which plays big part in my DM-level) I would have to use 181, maybe 50 times.
Is it smart to do so, or just something that will look good, but work bad when playing the map?