Transfer_heights HOM

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Transfer_heights HOM

Post by Xaser »

Anyway to make this level so it doesn't display HOM when you fall off the bridge, or is it a bug???
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

That's normal behavior. What you're asking the engine to do is to display two ceilings on top of each other. It's not capable of that. Notice that when you're directly under (or over) the bridge, the HOM goes away. That because only one ceiling (the bottom of the bridge) is being drawn.

As a side note, if you move too far left or right, so you're hanging off the edge of the bridge and looking down, you will be able to see HOM there too because the engine can't draw two stacked floors either.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

Crap. I wish there was a way to correc this. Then again, I suppose it might be okay if the player wasn't allowed to fall off the bridge, but that kinda sucks, don't ya think?
User avatar
kn
Posts: 28
Joined: Wed Jul 30, 2003 4:45 pm
Location: NRW
Contact:

Post by kn »

Xaser wrote:Crap. I wish there was a way to correc this. Then again, I suppose it might be okay if the player wasn't allowed to fall off the bridge, but that kinda sucks, don't ya think?
Don't use TransferHeights at all then. Just create a bunch of lines with step textures like you did for the left and right side of your bridge and the problem is gone.

It could look like this:
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

kn wrote:
Xaser wrote:Crap. I wish there was a way to correc this. Then again, I suppose it might be okay if the player wasn't allowed to fall off the bridge, but that kinda sucks, don't ya think?
Don't use TransferHeights at all then. Just create a bunch of lines with step textures like you did for the left and right side of your bridge and the problem is gone.
Yes, I know about the crossbeam thing, I'm just saying that it would look much nicer if I could just make it a single floor texture, instead of a bunch of crossbeams.
User avatar
cccp_leha
Posts: 1816
Joined: Wed Jul 16, 2003 7:21 am
Location: NJ, USA
Contact:

Post by cccp_leha »

I was able to do floor over floor, but without the bridge, so you can only look at it from one way.
Cyb
Posts: 912
Joined: Tue Jul 15, 2003 5:12 pm

Post by Cyb »

yeah I spent some time seeing if I could fake 3d with transfer_heights back when I made helm's deep and I sort of managed it to an extent but it was never perfect from all possible spots so instead I settled for floating transparent textures which is actually one of the framerate killers in the map, whoopsie
User avatar
Hirogen2
Posts: 2033
Joined: Sat Jul 19, 2003 6:15 am
Operating System Version (Optional): Tumbleweed x64
Graphics Processor: Intel with Vulkan/Metal Support
Location: Central Germany
Contact:

Post by Hirogen2 »

Nah, the projectile count is a framerate killer.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Map runs fine on my AMD/1.67GHz... :roll:
Cyb
Posts: 912
Joined: Tue Jul 15, 2003 5:12 pm

Post by Cyb »

Hirogen2 wrote:Nah, the projectile count is a framerate killer.
it's not really, it's a combination of all the thing_hates going on and parts of the architecture. the large amount of sprites do come into play but it's more those parts of the map. for instance, when the map starts turn on freeze mode (freeze in console) after a few seconds (so there's a bunch of projectiles in the air) and then turn on vid_fps, now run outside and look at the imps without any of the architecture in view, make note of your framerate and now turn around and make note of it.
User avatar
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $
Contact:

Post by Bio Hazard »

man that map sounds cool... where is it?
User avatar
Hirogen2
Posts: 2033
Joined: Sat Jul 19, 2003 6:15 am
Operating System Version (Optional): Tumbleweed x64
Graphics Processor: Intel with Vulkan/Metal Support
Location: Central Germany
Contact:

Post by Hirogen2 »

Map runs fine on my AMD/1.67GHz
Yes, and 1.667, but not really way back when I had 0.400GHz only.

Cyb: what ever, it is action. When I use the freeze console command, framerate goes fscking up.

Bio: ftp://3darchives.in-span.net/pub/idgame ... msdeep.zip and helmsmus.zip , the second being optional.
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Post by randi »

No, all the closely-packed two-sided lines he used for bridges are the real framerate killer.
User avatar
bimshwel
Posts: 725
Joined: Tue Jul 15, 2003 5:15 pm
Location: misplaced
Contact:

Post by bimshwel »

When will a hero emerge who can avenge our fallen framerates?
User avatar
Hirogen2
Posts: 2033
Joined: Sat Jul 19, 2003 6:15 am
Operating System Version (Optional): Tumbleweed x64
Graphics Processor: Intel with Vulkan/Metal Support
Location: Central Germany
Contact:

Post by Hirogen2 »

randy wrote:No, all the closely-packed two-sided lines he used for bridges are the real framerate killer.
Which you do not see if you're IN the battle field :P between all monsters.
Locked

Return to “Editing (Archive)”