3D slope quirks

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PooshhMao
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Joined: Sun Oct 06, 2013 2:09 am

3D slope quirks

Post by PooshhMao »

Hi,

I'm working on a room with cells that have glass ceilings, 'held up' by 3D slopes.

To achieve this, I use control sectors with linedef 160(tag,1,0,255), adjacent to a sector with the height the control sector should slope upwards to (linedef 181(1))

This is what it looks like in-game (I've deliberately chosen these textures to clearly show the sloping)
Image

This is what it looks like in my editor (Eureka): (the green outlined sectors are tagged, the lightblue ones are the control sectors, anyway this should be obvious to you)

Image

It appears the actual position of the control sectors are crucial here. For example, if I move the upmost control sector lower like so:

Image

Then this is what happens:

Image

Is this expected behavior? I've spent practically a whole day trying to get this right :| and it also means I cannot re-use the same sloping sector elsewhere because then they're either not rendered anymore, or not correctly.

Apologies if this is known, or not considered a bug, although it sure seems like one to me.
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Graf Zahl
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Re: 3D slope quirks

Post by Graf Zahl »

Of couse this is to be expected. How else should the slope equation be transferred? It got a height component that's position relative. And no, you cannot reuse control sectors like this because they actually have different slopes!
PooshhMao
Posts: 135
Joined: Sun Oct 06, 2013 2:09 am

Re: 3D slope quirks

Post by PooshhMao »

I guess it is to you, but I haven't seen this mentioned in any documentation anywhere ever. It doesn't seem to make a lot of sense if you're only mapping and not intimately familiar with how the engine renders slopes.

Anyway, good to know, I understand better how to properly use 3D slopes now, thanks.
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Graf Zahl
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Re: 3D slope quirks

Post by Graf Zahl »

PooshhMao wrote:It doesn't seem to make a lot of sense if you're only mapping and not intimately familiar with how the engine renders slopes.
Math doesn't always go that way.
PooshhMao
Posts: 135
Joined: Sun Oct 06, 2013 2:09 am

Re: 3D slope quirks

Post by PooshhMao »

Graf Zahl wrote:
PooshhMao wrote:It doesn't seem to make a lot of sense if you're only mapping and not intimately familiar with how the engine renders slopes.
Math doesn't always go that way.
Well, AFAIK it's the only situation where the actual x/y position of the control sector matters.
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Graf Zahl
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Re: 3D slope quirks

Post by Graf Zahl »

Which is actually mentioned in the Wiki.
PooshhMao
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Re: 3D slope quirks

Post by PooshhMao »

Where exactly?
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Graf Zahl
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Re: 3D slope quirks

Post by Graf Zahl »

Important Note #3 on [wiki]Sector_Set3DFloor[/wiki]
When making a sloped 3D sector make sure that the control sectors are aligned with the in-game sectors on the editing grid. Odd results may happen if they are not aligned.
PooshhMao
Posts: 135
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Re: 3D slope quirks

Post by PooshhMao »

Can't believe I missed that. Thanks!
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