help with editing in doom builder and this.

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Doom_master1122
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help with editing in doom builder and this.

Post by Doom_master1122 »

i need a little help running this with doom builder.
how do i use the deep water sprite in doombuilder? i know what it dos but i dont know how to use it.
thanx
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Travis
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Post by Travis »

First of all, chances are you're going to want to know how Transfer Heights works. If you don't, I'll just explain later. I'm too lazy right now.

The Deep Water thing, as you know, gives a sector the effect of being filled with water, and is only valid during initialization. So really, all you need to do is place a single Deep Water thing anywhere inside the sector you want to be submerged. To work this into Transfer Heights, you would simply put the Deep Water thing in your dummy sector -

Image

I hope this helps.
-Travis
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Doom_master1122
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Post by Doom_master1122 »

well i sorta understand the diagram but not the transfer hieght thing you mentioned
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edward850
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Post by edward850 »

look at the link he provided, thats how i learnt
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Travis
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Post by Travis »

Alright, well the Zdoom.org tutorial for transfer heights is here. It covers using Sector_setcolor as well, so if you read that through, you should be set for making underwater areas.

But, if you find that too confusing, let me know and I'll whip up a little guide for you.
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Ryan Cordell
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Post by Ryan Cordell »

The dummy sector also does not need to be usually as big as the 'control' sector, however. I've used it in a few maps and it can be as small as a normal grid cube in DB.
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Nash
 
 
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Post by Nash »

Yeah, you can even use triangle-shaped dummy sectors.
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Doom_master1122
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Post by Doom_master1122 »

ok i know a little bit more i will try it thenpost back here with the results
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Bio Hazard
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Post by Bio Hazard »

Nash wrote:Yeah, you can even use triangle-shaped dummy sectors.
Hey, that's a good idea. That could help free up some linedefs for KDiZD.
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edward850
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Post by edward850 »

wait, you ran out? thats a first
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