Slopes, how they really work.

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ark
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Slopes, how they really work.

Post by ark »

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
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Graf Zahl
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Post by Graf Zahl »

Apparently you did *not* read the Wiki. ;) The slope things and Plane_Align are different ways of defining slopes. The easiest way is to use Plane_Align. It slopes the sector from the vertex that is farthest away to this line so that at this line it has the height of the adjacent sector.
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Nash
 
 
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Post by Nash »

You don't seem to grasp the basic understanding of slopes yet.
ark
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Post by ark »

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
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Post by Ninja_of_DooM »

I dunno, trial and error works well. That's how I got to be so good at mapping.
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Phobus
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Post by Phobus »

The tutorials section has a downloadable example map for slopes (amongst other things)
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Amuscaria
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Post by Amuscaria »

I always wondered about something. Does the Zdoom sloping work the same way as Duke Nukems? In Duke, a floor can slope towards what appears to e nothing where as Zdoom slops towards a nearby floor.
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Phobus
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Post by Phobus »

You can slope the floor/ceiling towards nothing if you have slope things set up correctly.
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Enjay
 
 
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Post by Enjay »

Is this the kind of thing you had in mind? The angles could do with a bit of refining, but it only took me a minute. Looks kind of half-pipey.
ark
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Post by ark »

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.
farlowj
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Post by farlowj »

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.
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Skunk
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Re: Slopes, how they really work.

Post by Skunk »

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.
Cacoshot
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Slopes and how to avoid lag

Post by Cacoshot »

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?
ark
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Post by ark »

farlowj, if you have time to explain those alternative methods to do it will be apreciated, because my ramp its fairly larger and that trick doesn't work properly (you can notice the flat sectors to much).
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Phobus
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Post by Phobus »

Well, I've got some areas in a level I've made where there is a huge string of sloped sectors in a ceiling, and you can see half of them most of the time. I've never seen slow down there, so your 50 should be fairly safe.
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