Railing help, taking 32 height texture; simulating 32 floor

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Cjk10000
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Railing help, taking 32 height texture; simulating 32 floor

Post by Cjk10000 »

I have a railing texture, and lets just pretend it's like A_RAIL from plutonia if I remember the name correctly. I want this:

Code: Select all

                   O
                -(You)-
                  / \     <-- Player jumps over, he's 64 units in the air

 _________________________ <-- texture ends here this high (32 units high)
 | | | | | | | | | | | | | 
========================= <-- ground floor
How can I make the texture act like a 32 height wall piece? If I put a 'block all', it'll make the entire sector a block all, same with impassible. I tried making bridges, but it seemed messy... will I have to do the bridge thing and make it just extend the entire way? Or is there a better way? It's got an invisible background as well if that helps. Thanks


tl;dr, how do I take a 32 height texture and simulate it being an actual railing that one will be blocked by if he doesnt jump over it, but when he jumps over it he can clear it? I can't use 3D floors for now.
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NeuralStunner
 
 
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Re: Railing help, taking 32 height texture; simulating 32 fl

Post by NeuralStunner »

A few ways:

- In UDMF, give it the Walkable Mid Texture flag.
- Use [wiki]Line_SetBlocking[/wiki] to set it to a "Strife Railing".
- Add it with [wiki]Sector_Attach3dMidtex[/wiki].
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Cjk10000
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Re: Railing help, taking 32 height texture; simulating 32 fl

Post by Cjk10000 »

NeuralStunner wrote:A few ways:

- In UDMF, give it the Walkable Mid Texture flag.
- Use [wiki]Line_SetBlocking[/wiki] to set it to a "Strife Railing".
- Add it with [wiki]Sector_Attach3dMidtex[/wiki].

Cool,
Tried using Line_SetBlocking, but it seems like it isn't included in the zcommon.acs library? Would I be missing something?

SectorAttach3dMidtex looks neat, though are there any examples that you may know or (or will I have to go hunting? :P)

Thanks very much :)
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NeuralStunner
 
 
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Re: Railing help, taking 32 height texture; simulating 32 fl

Post by NeuralStunner »

Cjk10000 wrote:Tried using Line_SetBlocking, but it seems like it isn't included in the zcommon.acs library? Would I be missing something?
Do you have updated ACS libraries from here?
Cjk10000 wrote:SectorAttach3dMidtex looks neat, though are there any examples that you may know or (or will I have to go hunting? :P)
I haven't used that one yet, so I'm not sure how it works. So yeah, probably hunting! :P
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Cjk10000
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Re: Railing help, taking 32 height texture; simulating 32 fl

Post by Cjk10000 »

NeuralStunner wrote:
Cjk10000 wrote:Tried using Line_SetBlocking, but it seems like it isn't included in the zcommon.acs library? Would I be missing something?
Do you have updated ACS libraries from here?
Ah thats why :)

Last question for you would be: If I update my ACS libraries and I release this (planning on multiplayer for skilltag), would other people be unable to play? I assume if it compiles properly and runs in skulltag I shouldn't have too many (hopefully no!) issues?
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NeuralStunner
 
 
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Re: Railing help, taking 32 height texture; simulating 32 fl

Post by NeuralStunner »

All you can do is try it. ;)
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Re: Railing help, taking 32 height texture; simulating 32 fl

Post by Graf Zahl »

NeuralStunner wrote: - Use [wiki]Line_SetBlocking[/wiki] to set it to a "Strife Railing".
- Add it with [wiki]Sector_Attach3dMidtex[/wiki].
Sorry, but that's not the right way. The correct way is to flag the line with the 3D midtex flag. In UDMF the flag is directly available in the editor but for Hexen format you have to set it with [wiki]LIne_SetIdentification[/wiki].


[wiki]Sector_Attach3dMidtex[/wiki] is only to make such a wall segment movable.
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Re: Railing help, taking 32 height texture; simulating 32 fl

Post by NeuralStunner »

OK, I suspected as much. Also I thought there was a special to set that flag but I ddn't look in the right place. Thanks. :)
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