News from 13 June 2003 (273 FPS!)

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)] [Official News] [Downloads] [Discord]
[🔎 Google This Site]
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 »

Hey, if this is Blood (within ZDoom), then we have 3d floors à la Build...
User avatar
Mannequin
Posts: 441
Joined: Tue Jul 15, 2003 8:21 pm
Location: On The Lonely Island somewhere.

Post by Mannequin »

Hirogen2 wrote:Hey, if this is Blood (within ZDoom), then we have 3d floors à la Build...
Yes, but that wasn't true 3D was it? Didn't it transport you to a different part of the map, kind of like the fake floor-over-floor thing that Hexen introduced with the no-fog transporting?
User avatar
Kate
... in rememberance ...
Posts: 2975
Joined: Tue Jul 15, 2003 8:06 pm

Post by Kate »

Actually, it was done by overlapping two or more sectors.
User avatar
Mannequin
Posts: 441
Joined: Tue Jul 15, 2003 8:21 pm
Location: On The Lonely Island somewhere.

Post by Mannequin »

Destroyer wrote:Actually, it was done by overlapping two or more sectors.
I never built anything using the Build engine... But, I remember that when you played something like Duke 3D, when you, say went up a True 3D staircase, that the map would show you in a totally different part of the map.
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Post by randi »

Hirogen2 wrote:Hey, if this is Blood (within ZDoom), then we have 3d floors à la Build...
Unfortunately, no. I just take the Build level data, convert it to Doom format and run a nodebuild on it, so it acts like a Build->Doom converter. That means none of the cool Build tricks, such as sectors that physically overlap in X, Y (and Z) space, will work.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

randy wrote:
Hirogen2 wrote:Hey, if this is Blood (within ZDoom), then we have 3d floors à la Build...
Unfortunately, no. I just take the Build level data, convert it to Doom format and run a nodebuild on it, so it acts like a Build->Doom converter. That means none of the cool Build tricks, such as sectors that physically overlap in X, Y (and Z) space, will work.
Yeah, but we don't really need that, since we now have the k2 bridge effect, right?

[FUTURE EDIT] I think I learned about 3D bridges about a day or so before posting this. Historical note: "k2 bridge" is an old term for using bridge things, named after Kurt Kesler since he more or less invented the idea. I think it's supposed to be k squared, but I was too lazy to open character map at the time. :P
Last edited by Xaser on Sat Feb 20, 2010 1:50 pm, edited 1 time in total.
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 »

Right, K2 bridge is just as bad as Blood bridges :)
Head for real 3d... somehow. Needs a new renderer *ugh*
User avatar
Death Mage
Posts: 55
Joined: Fri Aug 29, 2003 3:16 am

Post by Death Mage »

Build engine supports true level-on-level building. However, early Build games would not let you view both levels at the same time. Open the map for DN3D level e1m1 and go up the spiral staircase ot the projection room. You'll go completely around the staircase, NOT teleporting to another area. It is true level-on-level, but as I said, you could not view both floors at the same time.

The only trick or workaround DN3D's build had for the level-on-level was under water. Diving under water DID teleport you to another area.

Later Build engine games, such as Shadow Warrior, did include the ability to build level-on-level and view both levels at the same time. I do not know if it had any limitations as to how MANY levels you could view at once, however. Also, in this one, IIRC the water area was able to be build w/o the need for teleporting. This allowed you to look down into the water and see things swiming around, as well as look up from the water and see things moving around (IE transparent water), something that DN3D lacked.

We now return you to your regularly scheduled topic.
User avatar
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $
Contact:

Post by Bio Hazard »

i suppose i cant use textures as flats with WadAuthor huh... :(
User avatar
Chris
Posts: 2983
Joined: Thu Jul 17, 2003 12:07 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Post by Chris »

Bio Hazard wrote:i suppose i cant use textures as flats with WadAuthor huh...
Actually, you should be able to. It'll complain alot(especially during level checks), but it ultimately won't stop you. Same as flats for textures.
User avatar
kn
Posts: 28
Joined: Wed Jul 30, 2003 4:45 pm
Location: NRW
Contact:

Post by kn »

Chris wrote:
Bio Hazard wrote:i suppose i cant use textures as flats with WadAuthor huh...
Actually, you should be able to. It'll complain alot(especially during level checks), but it ultimately won't stop you. Same as flats for textures.

Hmmm.... just tried to create a floor with ashwall2, only got a "chessboard" style blue/white floor. But I guess you can create a flat with wintex or similar programs.
User avatar
Kate
... in rememberance ...
Posts: 2975
Joined: Tue Jul 15, 2003 8:06 pm

Post by Kate »

It's not possible to use that feature with 47, so you'll have to wait until 48 comes out.
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 »

omg I can stick a texture on a floor, and vice versa?
User avatar
Enjay
 
 
Posts: 27332
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

Hirogen2 wrote:omg I can stick a texture on a floor, and vice versa?
Where have you been? :P

Yes this will be possible with the next version of Zdoom. There have been a few threads discussing it. Randy even posted a screenshot of a level that had part of the icon of sin on the floor, a cyberdemon on a 2S line and a flat (forget which one) on the 1S walls.
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 »

Enjay wrote:
Hirogen2 wrote:omg I can stick a texture on a floor, and vice versa?
Where have you been? :P
Well I "reattached" to the ZDoom community since 2.0.38.
Yes this will be possible with the next version of Zdoom. There have been a few threads discussing it. Randy even posted a screenshot of a level that had part of the icon of sin on the floor, a cyberdemon on a 2S line and a flat (forget which one) on the 1S walls.
RIGHT, the problem IS, 1. either I cann not follow all threads, 2. the editing reference needs to be updated.
Post Reply

Return to “ZDoom (and related) News”