How do I make sloped 3d floors?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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BlackFish
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How do I make sloped 3d floors?

Post by BlackFish »

Heh. Just wondering. :P
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Graf Zahl
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Post by Graf Zahl »

Slope the control sector. Its slopes are transferred to the destination.
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Enjay
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Post by Enjay »

Slope the control sector - the one you use to define the heights of the 3D floor.

[edit]beaten to it[/edit]
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BlazingPhoenix
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Post by BlazingPhoenix »

but how do you make it to slope to the nearest sector? like a window or something?
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Post by Enjay »

Make a sector at the height you want the 3d floor to slope to join onto the control sector and align the control sector with the container sector. Or you could use slope things.
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Post by BlazingPhoenix »

slope things....ick, but thanks Enjay.
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Post by Enjay »

A demo wad any use to you?

I've also put in 2 other things that people seem to have difficulty with (including me for a while) - a 3D object with different textures on each side and that object is also set to rise and fall using a script.
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slope.zip
Slopey slopey...
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BlackFish
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Post by BlackFish »

thanks :)
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Last edited by BlackFish on Fri Nov 25, 2005 22:08, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

Is this going to be an Unreal TC?
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BlackFish
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Post by BlackFish »

I knew somebody would recognize it!

Yes I'm attempting to port unreal levels into GZdoom. However the outdoor levels are a bit in question since they are very large. You think it's possible to have them in GZdoom?

I'm doing this for simple experimentation purposes so I can get ideas for Aknai on what I can and cannot do.
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Graf Zahl
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Post by Graf Zahl »

Although Unreal's levels are large I never found them particularly detailed. But that's the biggest problem with speed issues so I don't think you have to worry too much there.
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Post by BlazingPhoenix »

I'm still having problems with sloped 3D floors, I'm following Enjay's example wad and I still can't get anything to work :(
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