Transfer height problems

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
jobro
Posts: 206
Joined: Sat Dec 30, 2006 1:56 pm

Transfer height problems

Post by jobro »

So I've succesfully sunk the player into the water. It looks like the player wades forward in some slime and that's cool. One problem is that it doesn't work that well when the player gets up out of the slime and onto a staircase. Once the player is up on dry land you don't notice anything until you're on the way down again. Where the slime starts there is now the upper wall stretching down from roof to floor. The wall looks solid but you can walk right through it. Now how do I solve this so no wall is shown?

:quick edit: I forgot to mention that I use GZdoom for enhanced realism.
User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: Transfer height problems

Post by Remmirath »

Can you post a test map, so that we can see clearly what's your problem?
jobro
Posts: 206
Joined: Sat Dec 30, 2006 1:56 pm

Re: Transfer height problems

Post by jobro »

Here is the map showing the error:

http://www.speedyshare.com/621304866.html
User avatar
Remmirath
Posts: 2562
Joined: Sun Dec 23, 2007 3:53 am
Graphics Processor: nVidia with Vulkan support
Location: My house
Contact:

Re: Transfer height problems

Post by Remmirath »

Here's the fix...took me a while to adjust it...
The only issue is that you can't have slopes in those tunnels...
You transfered the heights badly...to achieve correctly what you wanted to do, at least 9 sectors are necessary...look at your map for yourself and you'll discover it... :wink:
Attachments
map02.wad
Fix!
(11.96 KiB) Downloaded 26 times
User avatar
Skippy
Posts: 695
Joined: Sun Nov 20, 2005 9:57 am
Location: Belfast, NI

Re: Transfer height problems

Post by Skippy »

Unless I'm very much mistaken, you're both using the special improperly.
at least 9 sectors are necessary
Why, exactly, do you feel that's the case? The water level in the map is consistent at a height of 32 units. One - yes, one - control sector could cover all of this, and you needn't even worry about the fake ceiling:
The Wiki wrote:Flag 2 - only the fake floor will be drawn.
It also looks like you're completely screwing up your 'real floor' and 'fake floor' heights, unless I'm mistaken.
I forgot to mention that I use GZdoom for enhanced realism.
Why not just use [wiki]Sector_Set3DFloor[/wiki], then? Are yous trying to stop the player from submerging or something? :?
Locked

Return to “Editing (Archive)”