
Transfer Heights, hollow bridges?
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Transfer Heights, hollow bridges?
I was wondering, is it possible to use transfer heights in the same sector twice, if this is possible, couldn't you make '3d' bridges using two transfer height floors and a textures down the sides, with bridge things filling the middle, it would essentially be a hollow texture cuboid thing with bridge things placed inside it. 

Re: Transfer Heights, question
Short answer: No.
As I understand it, Transfer_Heights basically works by telling the engine that the sector has certain floor/ceiling heights and textures even though it actually doesn't. Hence the engine renders the sector as if it had those properties, but the player can still physically go through the fake floor/ceiling. The trick, then, can't be used to make 3D bridges (out in the open) because there is nothing in place to stop the floor and ceiling textures from bleeding at the height the rendering engine thinks the sector exists at.
Someone else may have more information, but I think that is roughly how things work.
As I understand it, Transfer_Heights basically works by telling the engine that the sector has certain floor/ceiling heights and textures even though it actually doesn't. Hence the engine renders the sector as if it had those properties, but the player can still physically go through the fake floor/ceiling. The trick, then, can't be used to make 3D bridges (out in the open) because there is nothing in place to stop the floor and ceiling textures from bleeding at the height the rendering engine thinks the sector exists at.
Someone else may have more information, but I think that is roughly how things work.
Re: Transfer Heights, hollow bridges?
You're right, that's pretty much what they do, and they always bleed if they're not against walls or lower/upper textures.
Re: Transfer Heights, hollow bridges?
It is possible to make some nice bridge-like hackish 3D-floors with it.
Make a hallway. Decrease the hallway's entrance's and exit's ceiling. Now, make the dummy sector and put the transfer heights on the hallway, in the height you set the entrance and exit's ceiling, or even higher if you want. Now, put bridge things all over the hallway, and make their Z-height the height value you've set the transfer heights on, -8 pixels, so you dont step up a little when walking on it, but you move on it normally, like a real 3d-floor would do.
I could give example map if anyone wants.
Make a hallway. Decrease the hallway's entrance's and exit's ceiling. Now, make the dummy sector and put the transfer heights on the hallway, in the height you set the entrance and exit's ceiling, or even higher if you want. Now, put bridge things all over the hallway, and make their Z-height the height value you've set the transfer heights on, -8 pixels, so you dont step up a little when walking on it, but you move on it normally, like a real 3d-floor would do.
I could give example map if anyone wants.
Re: Transfer Heights, hollow bridges?
The downside to that trick is that hitscans will go right through the floors.
(Oh and blood will also sink into the floor)
(Oh and blood will also sink into the floor)
Re: Transfer Heights, hollow bridges?
and so will decorations and corpses. besides,sound does also travel through these bridges.
Re: Transfer Heights, hollow bridges?
And how about you make your own decorate actors for bridges, make them solid, and give them the flags so they hold stuff up. (example, +shootable, or what.)
Fixed. ;D
Well, I Can't say anything for the sound travel thingy, that's impossible to fix, unfortunatly
And monsters will see you from above and will try to attack you also.
And there is also a little side effect, if you put the bridge thing the height of the upper floors, depending on the bridge's thickness, you will "climp it up" Because it's top is higher than the floor itself, and if you decrease the bridge things the amount of their thickness, the other problem will be that any sprites up there, will have a few of their bottom pixels dip into the floor, so you can see their legs from below, and they look sunken above. The first one seems better, and it's not that noticable.
But i'd still use this trick if i'd need to
Fixed. ;D
Well, I Can't say anything for the sound travel thingy, that's impossible to fix, unfortunatly


But i'd still use this trick if i'd need to

Re: Transfer Heights, hollow bridges?
Note though that with any use of transfer heights, you cannot ever truly acheive a 3D bridge, because only one ceiling and one floor can be visible in any given sector at a time. Hence, you couldn't create a construct where you could see the bridge from the side and clearly see the bridge's top (floor 1) and the floor of an open area under the bridge (floor 2). This is a limitation of Doom's software engine and is unlikely to be fixed in ZDoom any time soon.