Floor over Floor?

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Expand view Topic review: Floor over Floor?

by Fatlaser » Thu Oct 12, 2006 0:26

Shinjanji wrote:Here's an example.

Demonstrates:

3D floor used for decorations (in this case, a table)
3D floor with flag 8 (draw top only) set
3D floor for its main purpose - an extra floor!
Sloped 3D floor





I do really think that this should be moved to the GZdoom area, not Off-Topic.
Thank you very much. This is exactly what I wanted ! !

Wow these are really easy to make. :)

by TheDarkArchon » Thu Oct 12, 2006 0:05

Sir_Alien wrote:you all know it
To the contrary, I think KoF would have been the ONLY one that knew.

by Shinjanji » Wed Oct 11, 2006 22:44

Here's an example.

Demonstrates:

3D floor used for decorations (in this case, a table)
3D floor with flag 8 (draw top only) set
3D floor for its main purpose - an extra floor!
Sloped 3D floor





I do really think that this should be moved to the GZdoom area, not Off-Topic.
Attachments
3dfloors_example.zip
3D Floors example. Requires GZDoom, obviously.
(4.57 KiB) Downloaded 333 times

by Fatlaser » Wed Oct 11, 2006 21:25

Sir_Alien wrote:
Fatlaser wrote:Nope.. Still isn't there. :(
Wait a minute... What am I talking about?! You're not supposed to use that function in a script; it's a line special.

In other words, what you want to do is create a dummy sector in your map at the height you want your 3D floor to exist at. Then apply this line special to a line on the sector. The tag argument tells the 3D floor where to appear in the map.

Read the documentation again.
Lol, I just caught that too.

Edit: I got the thing to work.. only this isn't quite what I wanted. I wanted a visual floor over floor. Like a suspended flat. Almost like what you do with Transfer heights, only there is a side texture and minus a huge HOM. Maybe I'm doing this wrong; can anyone give me an example wad with the effect in use?

by Sir_Alien » Wed Oct 11, 2006 21:23

Fatlaser wrote:Nope.. Still isn't there. :(
Wait a minute... What am I talking about?! You're not supposed to use that function in a script; it's a line special.

In other words, what you want to do is create a dummy sector in your map at the height you want your 3D floor to exist at. Then apply this line special to a line on the sector. The tag argument tells the 3D floor where to appear in the map.

Read the documentation again.

by Fatlaser » Wed Oct 11, 2006 21:19

Nope.. Still isn't there. :(

by Sir_Alien » Wed Oct 11, 2006 21:12

Fatlaser wrote:That added some new scripts, but not the one I'm looking for.
You may need to upgrade to the latest "zspecials.acs", which is included with the latest version of ZDoom. (This file goes in your Doom Builder folder - I assume you are using Doom Builder?).

by Fatlaser » Wed Oct 11, 2006 21:03

That added some new scripts, but not the one I'm looking for.
Fatlaser wrote:#include "Zcommon.acs"

Script 1 OPEN
{
sector_set3dfloor(1,1,1,0,8);
}
Thats my entire script.. See anything wrong?

by Alter » Wed Oct 11, 2006 20:57

Update ACC to newest version! that should fix the problem you can get it here! http://zdoom.org/files/utils/acc/acc144win.zip

by Fatlaser » Wed Oct 11, 2006 20:47

Sir_Alien wrote:You're all retarded, and you're not proving anything by being smarmy about it either. Just answer the poor bastard's question, you all know it and it's taken you just as long to be shitty with Fatlaser as it would've taken any of you to answer his question. Are you all so self-involved you believe you've never fucked up and posted something stupid? The guy's new, GET OVER IT.

Fatlaser, there is GZDoom floor over floor (commonly known as 3D-Floors) documentation here.
Thanks, Sir_Alien.

I may be periodically posting topics for help on things like this..

Edit:
DoomBuilder ACS Compiler wrote: Line 5 in file "script.acs" ...
script.acs:5: Function sector_set3dfloor is used but not defined.

The ACS compiler did not compile your script.
A prompt screen comes up when I try to compile.
I'm pretty sure I have to do something with the config, but I'm not sure what.[/quote]

by Chronoteeth » Wed Oct 11, 2006 18:07

Sir_Alien wrote:You're all retarded, and you're not proving anything by being smarmy about it either. Just answer the poor bastard's question, you all know it and it's taken you just as long to be shitty with Fatlaser as it would've taken any of you to answer his question. Are you all so self-involved you believe you've never fucked up and posted something stupid? The guy's new, GET OVER IT.

Fatlaser, there is GZDoom floor over floor (commonly known as 3D-Floors) documentation here.
Hmm...

Naaaah

by Alter » Wed Oct 11, 2006 11:36

And making them isn't really hard! ;) heh anyway welcome to drdteam forums Fatlaser

by Sir_Alien » Wed Oct 11, 2006 10:06

You're all retarded, and you're not proving anything by being smarmy about it either. Just answer the poor bastard's question, you all know it and it's taken you just as long to be shitty with Fatlaser as it would've taken any of you to answer his question. Are you all so self-involved you believe you've never fucked up and posted something stupid? The guy's new, GET OVER IT.

Fatlaser, there is GZDoom floor over floor (commonly known as 3D-Floors) documentation here.

by wildweasel » Wed Oct 11, 2006 3:31

Here you can chat about the Doom Armory itself, weapon mods, and whatever else that might be related somehow.
I don't see where it "clearly" states such.

by BlazingPhoenix » Wed Oct 11, 2006 1:19

WEAPON modding, why do you think it has "Armory" in the name?

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