Z height

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cocka
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Z height

Post by cocka »

I'd like to use the z height value for objects but it doesn't work as I expected. For example, there's a statue and there's a 3D floor at height 40 and I want to place the statue on it. Despite the fact that I do set the z height value in the editor, the statue appears in game underneath the floor. Why? Is it a bug?
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Matt
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Re: Z height

Post by Matt »

What height do you set the statue? 0, 40, or the absolute value of the height you want?
Gez
 
 
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Re: Z height

Post by Gez »

The z-height is relative to the floor in most cases.

Exceptions:
- Vertex slope things and Vavoom dynamic lights use absolute values
- Things that hang from the ceiling use Z height as a distance relative to the ceiling
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ChronoSeth
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Re: Z height

Post by ChronoSeth »

Also, if you want an actor to spawn on top of a 3D floor, its height needs to place it above the ceiling of the control sector.

If the bottom of the actor is touching the 3D floor, for some reason it will just fall through it.
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cocka
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Re: Z height

Post by cocka »

Originally, I have created a rotating polyobject with explicit lines and I succeeded in inserting a 3D floor and ceiling, but if I want to put an object on the 3D ceiling, the object drops.
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Enjay
 
 
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Re: Z height

Post by Enjay »

Do you mean above the 3D ceiling (ie on the floor above) or hanging below the 3D ceiling (which is what your post sounds more like). If it is normally a ceiling spawning actor that stays on the ceiling during gameplay, I don't understand why it drops. Surely it has the nogravity flag?
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cocka
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Re: Z height

Post by cocka »

above the 3D ceiling (ie on the floor above)
Yes, that's right. I want to put it on the ceiling of the dummy sector, so it would look like a pedestal for a statue but the whole structure is above the normal floor.
If it is normally a ceiling spawning actor that stays on the ceiling during gameplay
No, it isn't a hanging object.

Well, it doesn't even matter if the whole structure is on the level of the normal floor, but the ceiling of the dummy sector should be there so that the object would have a support being a cover for the rotating polyobject as well. :)
Blue Shadow
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Re: Z height

Post by Blue Shadow »

If you're using UDMF as a map format, you can take advantage of the GZDoom Visual mode plugin and check to see if the statue is positioned correctly on top of the 3d floor.
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cocka
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Re: Z height

Post by cocka »

I use Hexen format.
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ChronoSeth
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Re: Z height

Post by ChronoSeth »

You can still use the plugin.

Also, start using UDMF. =P
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cocka
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Re: Z height

Post by cocka »

As far as I know there is no UDMF config for Hexen in Doom builder 2. That's why I use hexen format for Hexen.

And is there a correct documentation for the UDMF format? Or do I have to trust my intuitions while using it? :)
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Re: Z height

Post by Gez »

You can make your own Hexen-in-UDMF config quite quickly.
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cocka
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Re: Z height

Post by cocka »

Is there a description about making it?
Gez
 
 
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Re: Z height

Post by Gez »

Just look at the existing configs. You'll see how they use include(/path/file.cfg, scope) statements.

Make a copy of the Hexen-hexen-zdoom config, and edit it to replace map-format includes from Hexen to UDMF. You can compare the ZDoom Doom-in-Hexen config with the ZDoom Doom-in-UDMF one to see what needs to change; and what doesn't.
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Re: Z height

Post by Blue Shadow »

I think uploading the map here for someone to figure out what's the deal is probably the best thing to do.
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