David Ferstat wrote: and monsters can see through the fake floors and ceilings,
No, they can't. That is handled by the sight checking code.
Moderator: GZDoom Developers
Your text and arrow skills fail it completely, AND the map and 3D view look better than text/arrow... how come?Vader wrote:
(the iso-view partially sucks )
Vader wrote:Let´s say the above picture is taken in the editor of your choice.
now what I think Compwhiz128 is trying to do is:
Drawing a simple room + a stairway leading down(1)
Connecting the stairway with another room, wich is about in the same position as the first room only a few mapunits below it´s floor (2)
Given a hypethitical isometric view, it would look like shown in 3.
You wouldn´t be able to see the above room from the room below or vice versa.
I know that it was possible in Duke3d, but I´ve no clue about how it could work in Zdoom:?
Heh, maybe I´m kind of dyslexic, dunnoHirogen2 wrote: Your text and arrow skills fail it completely, AND the map and 3D view look better than text/arrow... how come?
Omg, why haven´t I thought of this before... awesome trick [/sarcasm]Daniel wrote:How about this:
Suppose the higher sector is 256/128 ceiling/floor height
Suppose the lower sector is 128/0 ceiling/floor height
When the player go down to the stairs, just put a line that moves down the floor, and following, a line that puts the ceiling down; before these lines, just put a line that puts the floor up and a line that puts the ceiling up (all oriented in the player way to go down the stairs).
READY! You'll have your (fake) 3D SECTOR!!!!!!!
Laughing
Sorry. My mistake.Graf Zahl wrote:David Ferstat wrote: and monsters can see through the fake floors and ceilings,
No, they can't. That is handled by the sight checking code.
OF course! Just try to play Hell Revealed in Multiplayer... it is full of tricks like thatVader wrote:Seriously, this method is a very cheap hack plus it wouldn´t work in multiplayer games