Non-solid 3D Floor from below, solid from the top

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!

Moderator: GZDoom Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Guest

Non-solid 3D Floor from below, solid from the top

Post by Guest »

How can I make a sector set 3d floor a non-solid from the bottom, but have a solid floor?
As in you could jump through it from the bottom, and then stand on it. I thought of making it a swimmable 3d floor so you could jump through it, and making the player be able to walk on water, but that doesn't seem to be a thing

sorry for the dumb question lol
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48851
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Non-solid 3D Floor from below, solid from the top

Post by Graf Zahl »

This cannot be done because movement direction is not being considered when doing collision detection. Either something is solid or it isn't.
User avatar
Enjay
 
 
Posts: 26476
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Non-solid 3D Floor from below, solid from the top

Post by Enjay »

I suppose you might try to simulate it by doing something like having a script that monitors the player's position and z-height and when they go above a certain height (i.e. have moved up through a non-solid 3D floor) very rapidly move up a second invisible, solid 3D floor below them. So it would look like they were standing on the non-solid one but they would actually be standing on the newly risen invisible solid one.

Of course, such a setup would only work in certain situations and might be easy to break.

Return to “Mapping”