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.
Transfer height problems
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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.
- Remmirath
- Posts: 2562
- Joined: Sun Dec 23, 2007 3:53 am
- Graphics Processor: nVidia with Vulkan support
- Location: My house
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Re: Transfer height problems
Can you post a test map, so that we can see clearly what's your problem?
- 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
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...
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...

- Attachments
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map02.wad
- Fix!
- (11.96 KiB) Downloaded 26 times
Re: Transfer height problems
Unless I'm very much mistaken, you're both using the special improperly.

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:at least 9 sectors are necessary
It also looks like you're completely screwing up your 'real floor' and 'fake floor' heights, unless I'm mistaken.The Wiki wrote:Flag 2 - only the fake floor will be drawn.
Why not just use [wiki]Sector_Set3DFloor[/wiki], then? Are yous trying to stop the player from submerging or something?I forgot to mention that I use GZdoom for enhanced realism.
