So basically, as I was advised, this thread continues this post: viewtopic.php?f=18&t=61132
Currently there is no way to put down a 3d-floor building onto a ground that consists of triangle-shaped polygon and so many other things are restricted by the way 3d-floors now work. Is there any way, at least workaround, to 3d-floors be constructed somewhere on the other end of a map and used in a polyobject fashion? At least engine would create a 3d-model and use its collision like here: viewtopic.php?f=122&t=59069&p=1035284&h ... l#p1035222
Here is what happens when I try to put down a building onto a terrain mesh:
Geometry non-intersecting 3D floors
- Darkcrafter
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Re: Geometry non-intersecting 3D floors
No - the geometry system in Doom is purely 100% 2D. You absolutely cannot put "objects" above other objects and you must realize that you can't just "force" a 2D engine to suddenly become 3D. (All the "3D" in Doom is just a window dressing over the underlying 2D system)
The issue you have here is that the intersecting geometry destroys the triangular setup of the terrain mesh.
Either the terrain, or the buildings, must become 3D model objects.
The issue you have here is that the intersecting geometry destroys the triangular setup of the terrain mesh.
Either the terrain, or the buildings, must become 3D model objects.
- Caligari87
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Re: Geometry non-intersecting 3D floors
Alternatively, triangulate your terrain grid and make a footprint cutout for the building. This is extra work and requires more careful adjustment but should make your terrain fit the building better.




Re: Geometry non-intersecting 3D floors
Yeah, that would work too, I should've mentioned it. >_>
- ramon.dexter
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Re: Geometry non-intersecting 3D floors
This just brought to my memory my first steps with 3d floors
I also thought that the object could be built somwhere else and then moved over the geometry. Then I realized this cannot be done.

Re: Geometry non-intersecting 3D floors
It would be nice if that could be done. However, I have to say that I have always been very impressed with the implementation of 3D floors in GZDoom. Accepting the limits of the engine (basically, the stuff in this thread), I have yet to find something that I wanted to do with them but could not. Just about all of the editing possibilities are covered. Every time I have thought "hmmm... I want to do X but it probably can't be done" there actually was a way to do it. Graf really must have worked through all the possibilities and options when designing them. A very thorough job.
- Darkcrafter
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Re: Geometry non-intersecting 3D floors
Yeah, this port (I mean GZDoom) is the best in all the terms. As to me, modding, stacked sectors, portals and 3d floors just gave doom the second life. I think that GZDoom builder should have much more attention than it gets now, because convinience is that matters.