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Another way to make a polyobject

Posted: Fri Jul 22, 2005 12:39 pm
by Pure Hellspawn
Making polyobjects are quite difficult. I was thinking that there could be an easier method to make a sliding or rotating door.

Posted: Fri Jul 22, 2005 12:56 pm
by Graf Zahl
Sorry. There isn't.

Posted: Fri Jul 22, 2005 1:25 pm
by Pure Hellspawn
Not yet at least. That's why I put it in the Feature Suggestion Forum.

Posted: Fri Jul 22, 2005 1:35 pm
by Graf Zahl
No, not 'not yet'. The way Doom organizes its levels there is really no other way to do it.

Re: Another way to make a polyobject

Posted: Fri Jul 22, 2005 3:47 pm
by Nmn
Pure Hellspawn wrote:Making polyobjects are quite difficult. I was thinking that there could be an easier method to make a sliding or rotating door.
Please keep in mind this: it's obvious that just because You can't learn making something programmers will not waste their time to code an easier method on doing this.

I'm not being mean, but the simplest solution is just get a hang of whatever is problematic to You.

Posted: Fri Jul 22, 2005 3:47 pm
by Pure Hellspawn
I'm sure I would not be the only one who would benefit.

Posted: Fri Jul 22, 2005 3:52 pm
by Nmn
I realise there are more people who can't do this than the ones that can do this, but it's the way it goes. You gotta learn something.
Please check the wiki or example wads. It's really easy if You get it.

Posted: Fri Jul 22, 2005 7:13 pm
by wildweasel
There needs to be a better tutorial. I've gone through the one on the Wiki countless times, and I always manage to screw something up along the way without knowing how to fix it.

Posted: Fri Jul 22, 2005 9:13 pm
by Pure Hellspawn
Well, I am among those that can, I actually succeeded. On the other hand, it's quite difficult and there are many among us that are unable to make polyobjects.

wildweasel, make sure everything PERFECTLY matches with what the wiki tutorial says. Also, try using the example wad, I used it instead of the tutorial, and even though my polyobject looks a little different for the sliding door, it still works with no texture problems.

Posted: Sat Jul 23, 2005 12:29 am
by Grubber
I've learned it mostly from looking at original Hexen maps. Come on, it's not that hard...

Posted: Sat Jul 23, 2005 2:09 am
by Graf Zahl
And how should this become easier? There are so many limitations imposed on polyobjects by the level structure that there really isn't that much that can be done.

Posted: Sat Jul 23, 2005 2:19 am
by Skeletor
I've never made anything more complex than a set of sliding doors. I'd like to be able to do cooler things with them but just don't have the confidence yet and the rotating door tutorial looks really complicated.

Rather than it being a Zdoom feature suggestion, I think it's more appropriate that some of the editors people use today could be developed to make using polyobjects less of a chore...

Posted: Sat Jul 23, 2005 2:44 am
by Graf Zahl
I doubt there's much that can be done. You have to declare the polyobject with one linedef, give it an anchor and a translation spot. I don't think it can be done easier. All other limitations come directly from the way the engine works and have to be taken care of by the mapper.

Posted: Sat Jul 23, 2005 4:25 pm
by randi
There is no easier way to make them. Unless you can suggest something that still works within the limits of the Doom engine, that is...

Re: Another way to make a polyobject

Posted: Tue Jul 26, 2005 6:07 pm
by Killo Zapit
Pure Hellspawn wrote:Making polyobjects are quite difficult. I was thinking that there could be an easier method to make a sliding or rotating door.
OH! OH! Speaking of which what about STRIFE LINETYPE 666!

From strifexlat.txt:

Code: Select all

//666 Is used to slide a horizontal or vertical line. But none of the Strife maps
//use it, and polyobjects are better, so I won't bother implementing it.
How did that work anyway?