Slopes and angles
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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.
Slopes and angles
Hello, I was wondering if anyone knows of a page, link, video that shows how to do angled walls, ceilings? I can't seem to find what I am looking for. PLEASE help. Thank you in advance.
- Caligari87
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Re: Slopes and angles
You can't slope walls, but you can slope floors and ceilings. The [wiki]Slope[/wiki] article on the wiki explains the various methods. Literally googled "zdoom slope" and it was the first result.


Re: Slopes and angles
Depends how accurate you are trying to be but remember Doom dimensions are weird. Pixels/world unit blocks are not 1:1 width:height they are actually 1:1.2 i.e. vertically, heights are actually 1.2 taller than the same number of units wide. An easy test is to make a graphic with a circle on it (titlepic works well but wall textures would also work) and then look at it in game. The circle will be oval shaped in game.
So, if you make a slope that is, say, 64 units horizontally and 64 units vertically, it should be 45 degrees but it will actually look a bit steeper than that. Most of the time none of this is really noticeable but if you are trying to be super-accurate, it might be a problem.
There is actually a mapinfo option to make pixels square (and there may also be a console command, I forget) but unless you plan thing from the outset with square pixels in mind, everything looks short and fat (including level geometry) if you just make things normally and then change the pixel aspect ratio.
So, if you make a slope that is, say, 64 units horizontally and 64 units vertically, it should be 45 degrees but it will actually look a bit steeper than that. Most of the time none of this is really noticeable but if you are trying to be super-accurate, it might be a problem.
There is actually a mapinfo option to make pixels square (and there may also be a console command, I forget) but unless you plan thing from the outset with square pixels in mind, everything looks short and fat (including level geometry) if you just make things normally and then change the pixel aspect ratio.
Re: Slopes and angles
Yeah, I used Google. That page you mentioned doesn't show me how to do what I am trying to do. Also, i had a hallway done with sloped walls and after going to my kitchen and ocming back, they went straight. WTF
Re: Slopes and angles
How do you keep the textures from distorting so bad is my main issue.
Re: Slopes and angles
Yeah, a steep slope will stretch the textures so scaling is the answer. The only "problem" you might face is that the default stretching ensures that the textures still line up properly with the others on the floor/ceiling. This may be difficult to achieve when you are scaling them. However, if you are using a totally different texture where it doesn't matter about lining up with others then scaling is much easier to get looking right.
Re: Slopes and angles
I will give that a whirl. As of now, I am just using textures that look "fine" all stretched, but I would like to use different ones. i will try the scaling, never messed with that before. Thanks for the replies fellers
Re: Slopes and angles
It worked. Thanks so much. There are still a couple things I haven't messed with, scaling was one of them. You were spot on. Thanks so much for that. I never would have thought to try to that for what ever reason. Here is the hallway I am working on, after scaling, i am way happier with it.
Re: Slopes and angles
I don't know if it's important to you but because your sloped walls are actually floors/ceiling, they wont get decals on them.
- Kappes Buur
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Re: Slopes and angles
If you do a lot of them, then you might consider using UDMF.
That allows you to scale and rotate the flats (textures) right on the spot.
Also, pressing Ctrl+A will unstretch the flats.
That allows you to scale and rotate the flats (textures) right on the spot.
Also, pressing Ctrl+A will unstretch the flats.
Re: Slopes and angles
Yeah, Im using UDMF. Thanks for the suggestion though. Good looking out. Much appreciated it. Lighting is whats killing me now. With 3d objects in the middle of the room it makes it a PIA