[WIP] Shelter

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Sagittaire
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[WIP] Shelter

Post by Sagittaire »

Hi guys. I'm back.

And, I (Think) got way better at mapping than before:
Spoiler:
I have a great idea for this map, and in the process, I'm going to need to learn what is appropriate along the way.

Right now, I need advice for making a PROPER Polyobj.

I have a door I want to slide 64 units across. I followed the tutorial by Richard Clark to the teeth.
The door is in the dummy sector, I set the line, It's a 64x16 door, there's a 64x16 subsector next to the door
sector I set.

The anchor is set (Angle 1). The Polyobj_StartPoint is set (Angle 1). I run the test...

...the door doesn't appear:

Image

(The potential door is sliding to the right. The sector is there).

Thoughts?
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Caligari87
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Re: [WIP] Shelter

Post by Caligari87 »

OOOooooh! Nice work so far, I'd definitely play this :D Good use of detail, especially.

Polyobjects in general can be pretty touchy, sometimes being at the complete mercy of the nodebuilder. Can you post your map, or a portion thereof? It's kinda hard to see what's happening in the screenshot.

Another idea is to re-create the polyobject in a new map (same size, locations, etc) and play with it until you get it to work. By the way, those tutorials, while good (I learned on them!), are very outdated, and something may have changed in the last ten years or so. A better choice would be to check the Wiki, as it's usually up to date.

8-)
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qwerqsar
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Re: [WIP] Shelter

Post by qwerqsar »

Screenshots heavily brown, but look great. You really can make maps :D
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Caligari87
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Re: [WIP] Shelter

Post by Caligari87 »

Heh, it reminds me of Killzone 2, come to think of if. "Let's put a thick brown filter over EVERYTHING FUR TEH REALIZIM!" :LOL: Not that that's a bad thing. I have nothing against brown.

8-)
CaptainToenail
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Re: [WIP] Shelter

Post by CaptainToenail »

Looks nice. Perhaps change the orange lighting to a more striking ice blue? :wink:
Ogerz001
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Re: [WIP] Shelter

Post by Ogerz001 »

I like the looks of this map (as I really like brown maps :P)
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Sagittaire
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Re: [WIP] Shelter

Post by Sagittaire »

Polyobjects in general can be pretty touchy, sometimes being at the complete mercy of the nodebuilder. Can you post your map, or a portion thereof? It's kinda hard to see what's happening in the screenshot.
Image

Big obnoxious line. When I nocliped to check the dummy sector with my polyobj, it was bleeding murder. (Actually, that whole line IS the polyobj door).
:(
Looks nice. Perhaps change the orange lighting to a more striking ice blue?
Tried it, only one I had was the NBRECOL Dark Blue, and that didn't work so well. =\. I did replace the boring light with orange, though.

It's not going to be all brown...I'ma throw in a few suprises. ;)
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Caligari87
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Re: [WIP] Shelter

Post by Caligari87 »

Sagittaire wrote:Big obnoxious line. When I nocliped to check the dummy sector with my polyobj, it was bleeding murder. (Actually, that whole line IS the polyobj door).
That's.... Odd :? I can honestly say I haven't seen that behavior before. Though to be honest I haven't used a polyobject in ages.

Okay, I see you used a dummy sector, did you make sure to use void space for the polyobject and set the "poly start" line properly? It almost looks like part of the poly is getting left behind for some reason... Someone with a little more experience may want to take this, because I have no idea. Sorry.

8-)
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Sagittaire
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Re: [WIP] Shelter

Post by Sagittaire »

Caligari_87 wrote: did you make sure to use void space for the polyobject and set the "poly start" line properly? It almost looks like part of the poly is getting left behind for some reason... Someone with a little more experience may want to take this, because I have no idea. Sorry.
...lolvoidspace. Who'd have thought.

Problem Solved.

That's my door.
Image

That's my door sliding... :0 !!!
Image

That's my polyobj open!!
Image


Great success!

Now, next question.
I want to make one of my sliding doors...open with a yellow key.
The DoomBuilder options provided for me doesn't have a Polyobj_DoorSlideLocked option (Or whatever a locked sliding door would be)

I am using UDMF format, which my gut tells me is a Zdoom compatible format on steroids.

I have an "Add Custom Field" table I think may let me implement yellow key access for the polyobj.

Can someone guide me to a list of Custom Fields I can type in, or nudge me in the right direction?

Thanks a bunch!
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Re: [WIP] Shelter

Post by NeuralStunner »

[wiki]ACS_LockedExecute[/wiki](Door). Move the Poly in the script you call with that. :)

Looks nice so far, and the fact you're using side-sliding doors is a big plus!
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Sagittaire
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Re: [WIP] Shelter

Post by Sagittaire »

Tried it out. I'll put that aside for later.

Another quick question though.
I want to use the same polyobj door for other areas on the map.

How do I go about doing that?
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NeuralStunner
 
 
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Re: [WIP] Shelter

Post by NeuralStunner »

Sagittaire wrote:I want to use the same polyobj door for other areas on the map.

How do I go about doing that?
The same polyobject for multiple doors? That would cause more rendering problems than it's worth. Really though, Polyobjects aren't that difficult to make.

If you mean to "link" them together, so multiple ones move at once, then it's just a matter of moving the usual opening specials into a script, and calling that.
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Sagittaire
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Re: [WIP] Shelter

Post by Sagittaire »

Alrighty then. So far so good.

Quick question before I put up a new screenie:
How do I change the default Doom blue to the Zpack-ish lighter slate blue, if you know what I mean?
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.+:icytux:+.
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Re: [WIP] Shelter

Post by .+:icytux:+. »

Sagittaire wrote:Alrighty then. So far so good.

Quick question before I put up a new screenie:
How do I change the default Doom blue to the Zpack-ish lighter slate blue, if you know what I mean?
export the playpal lump from the doom2 iwad, add saturation/desaturation to the colors you want to, and import the playpal lump into your pwad.
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Sagittaire
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Re: [WIP] Shelter

Post by Sagittaire »

Hey, wanted to update with a nice post.

I learned a new design trick:
Spoiler:
Other than that, I'm implementing a bit of green into the mix. The map is turning out to become an underground "zoo", with
cages, grass, waterfalls, brown tech, green tech, about 800-1000 monsters, gratuitious ammo, and various trickeroos all around.

But, a few questions:

1)Where can I get trees to use as THINGS in DECORATE? I looked at 667, and all that's in prop stop is zombie stuff.
2)Is is possible to make a full pseudo 3D bridge in Zdoom? (As in, you have a 3D bridge, but with a visible floor texture, and a celing texture underneath, as well as the bridge sides and a border)? Is that only some straight GZdoom trickery?
3)Architecturally, on a scale from 1-10, how would you rate me (I'd rate myself an 8).

Thankyou.
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