Screen linedefs

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jobro
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Screen linedefs

Post by jobro »

This is just a small suggestion. Dunno if you can do this allready, if so I'm sorry for posting this.

Say that you have a hu of different maps linked together, one for an office underground with windows out to a garage underground. To minimize the work of the mappers it would be clean if you could assign a line to a view of a camera.

By doing this you get several advantages:

1. You don't need to fakemap the same area twice, first in the garage mapping a faked office seen thru the windows you want to use, and next mapping a fake garage seen thru the windows you want to use.

2. Since the camera is taking realtime footage you don't have to creae an additional faked level if something happens, if a car enters the garage then you don't have to map it as well.
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Graf Zahl
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Post by Graf Zahl »

Sorry, this doesn't work with Doom's renderer. With Build it might be possible but not with something that's using a BSP.
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Macil
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Post by Macil »

That wouldn't even be possible then, would it? Showing a view of an area in a different map? The maps that aren't being played aren't loaded - a savegame of the map is made when you leave it, and then the map is unloaded while you're not in it. The savegame is reloaded when you reenter the map.
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Zippy
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Post by Zippy »

Not to mention that ctrl+c and ctrl+v aren't the most difficult keystrokes. You can just paste the part you already mapped in an inaccessible but visible location. Use a skybox to show it through a camera if you like.
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Cutmanmike
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Post by Cutmanmike »

Zippy wrote:Not to mention that ctrl+c and ctrl+v aren't the most difficult keystrokes. You can just paste the part you already mapped in an inaccessible but visible location. Use a skybox to show it through a camera if you like.
Only problem with that is it doesn't look too right if you walk away from it and look into it.
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Zippy
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Post by Zippy »

With a skybox, yes. But that should be able to be mitigated to a degree with some scripting.
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