Help with doors!

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GuildNavigator
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Re: Help with doors!

Post by GuildNavigator »

Many many thanks Enjay :D

I'm looking forward to try your suggestions... I'll check it out.

Just a question: not considering Eriance, whose ability is well-known in the forum, but, do you know any other very-capable sprite designers designers?
It's because I think I have a nice idea... but I do not know. First I gotta show my work with my first levels... and then I'll tell you all...

Thanks in advance to all! :P
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Re: Help with doors!

Post by NeuralStunner »

GuildNavigator wrote:Just a question: not considering Eriance, whose ability is well-known in the forum, but, do you know any other very-capable sprite designers
NeoWorm. This guy is amazing.
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GuildNavigator
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Re: Help with doors!

Post by GuildNavigator »

Thanks Neural Stunner for suggestion...

But I need you all again... :o

How can you make a real table in DB1?

I mean, using simple tools in DB it's not possible to create one, because a solid block as a table (not considering the legs) floating in the void is not possible to make... I saw many tables in many WADs, but I always wondered how they could be done.

Could someone explain how to make one? :?:

Thanks in advance!!! :D
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Re: Help with doors!

Post by Ceeb »

For the best possible tables, you'd need to use GZDoom, but if you'd rather stick with ZDoom, you -could- use step or plank midtextures with the Walkable Middle Texture flag. That said, it will have ugly gaps in it. If you'd like, I can throw together a small example wad for you to pick apart for that. :)
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Enjay
 
 
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Re: Help with doors!

Post by Enjay »

Yes, true 3D tables with a top that has space between it and the floor either requires a 3D floor or a model. Both of these features require GZdoom. It is possible to fake 3D structures in the software renderer to a certain extent but, to me, it always falls short of being particularly convincing.
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Re: Help with doors!

Post by GuildNavigator »

Well I already use and prefer GZDoom because of its advanced features.
But how can I put these 3D models using DB1?
Thanks Ceeb I'd like to look at your tutorial WAD, if you want... :D
Many examples of 3D models where also in Cold as Hell, for example the tape recorder, or the chairs. They were wonderful, I mean, they gave a higher sensation of reality to all te game. :)
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Enjay
 
 
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Re: Help with doors!

Post by Enjay »

An example of both a model and a 3D floor table:

http://www.zen64060.zen.co.uk/examples/tables.pk3
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Re: Help with doors!

Post by Ceeb »

Well, it looks like you may just end up using a model or 3D floor, but I'll whip up a quick midtex example for you anyway.
Attachments
Midtex Table.rar
(2.59 KiB) Downloaded 54 times
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GuildNavigator
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Re: Help with doors!

Post by GuildNavigator »

Thanks Enjay and Ceeb for your help...

but, Enjay: how can I make a table like that brown one on the right in your pk3? I tried to open this file with DB, but wasn't able to.
Can you tell me an example of step by step table editing? Or maybe is not possible creating a tabble in DB: maybe I've got to transport something in the level.. I do not know..
Let me know! :)
Thanks in advance!
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Enjay
 
 
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Re: Help with doors!

Post by Enjay »

The file is in a PK3 because you need to do that to have models in your mod. If you want to open the map to see how the table was made, you may have to extract the WAD file from the pk3.

pk3s are just zip files so open it using whatever method you use to open zips (you may have to rename the file from table.pk3 to table.zip) and extract the map (map01.wad) from the maps sub folder.

There's nothing special about the map. It's in ZdoomHexen format so it should be easy to read.


Anyway, step by step.

Make a sector in your play area that you want to be the table and make it the right shape.
Give the sector a tag.

Make a control sector. This can be any shape (unless you want sloped 3D floors, but we'll keep it simple for the moment eh ;) ).

There are a few options but, in its basic form, a GZdoom format 3D floor control sector is like this:

The top of the control sector should be the height that you want the top of the table/3D floor to be.
The bottom of the control sector should be the height that you want the bottom of the table/3D floor to be.

The flat on the ceiling of the control sector will be applied to the top of the table.
The flat on the floor of the control sector will be applied to the bottom of the 3D floor.

The light level in the control sector will be applied under the 3D floor.

Set one side of your control sector to be line type 160. This is the special that sets a 3D floor.

Set its first argument to the same number as the tag you gave your sector.
Set the second argument to 1. This specifies a solid GZdoom format 3D floor (GZdoom also supports Vavoom type floors but GZdoom ones are better).
Leave the third argument at 0 (this can be used for some fancier options, but we're keeping it simple ATM).
Set the fourth argument to a value from 0 to 255. This sets how transparent the floor is 0 is invisible, 255 is fully opaque.
The fifth argument is only needed if you have lots of tags in use or want to set a line id.

Finally, unless you have set the third argument to 16 or 32 (which we haven't) which ever texture is used on the line 160 will be applied to the sides of the 3D floor.


[wiki]Sector_Set3dFloor[/wiki]
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GuildNavigator
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Re: Help with doors!

Post by GuildNavigator »

Awesome answer Enjay! Thanks! :D

You solved my table-problems... now I can decorate my rooms with tables!
I think soon I'll post my first playable map. I do not know when, but I do not think I'll be very late.

Thanks again :)
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Re: Help with doors!

Post by GuildNavigator »

I was asking myself also another question:

when the doomguy crouches, how tall is he? I mean: suppose the height at his feet is considered at 0; when he crouches, which height does he reach with the top of his head?
I'm thinking about of using tables as possible shelters in critical scenarios.. what do you think about that? :roll:

Thanks in advance and happy new year! :D
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Re: Help with doors!

Post by Enjay »

Player height is halved when he crouches. Normal height is 56 so he can just fit into a 28 unit tall hole when crouched.
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Re: Help with doors!

Post by GuildNavigator »

OK...

But do monsters walk on 3D floors, like tables? I'd like to use 3D floors in order to making floating floors on which they stay... and when I place the monster, do I have to specify the height of the object to place it on the flying floor?
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Enjay
 
 
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Re: Help with doors!

Post by Enjay »

Yes, if you want a monster to start on a "flying floor" place the monster at a z coordinate above the height of the floor.

You may find this 3D floor example that I whipped up a while ago useful.

http://www.zen64060.zen.co.uk/examples/3d_floor.zip
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