3d polyobjects?/png importing

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Expand view Topic review: 3d polyobjects?/png importing

by Mortarion » Mon Sep 08, 2008 10:21

(-_-) i knew that method... It never puts the little [PNG] marker beside the atributes, as such, i considered it the wrong way... Oops.

by Remmirath » Mon Sep 08, 2008 10:01

Entry/Load RAW data...it's as simple as that... :wink:

by Mortarion » Mon Sep 08, 2008 7:37

Well, another question for you all, and the answer is staring me in the face. I simply cant see it. How does one import png sprites using XWE? It keeps converting it to doompalette bmp, making it look shite. Call me an idiot if you so wish, but I've never needed to use this feature before. I've always worked in harmony with doom. [/zenmode]

by Enjay » Sun Sep 07, 2008 13:34

The closest you could manage, visually, is to use a model that looked like whatever you wanted your poly to look like and move it. If, however, you want a actor to be able to stand on the object as it moves, you're out of luck because the Doom movement code doesn't cope with that. What would probably happen is the fake poly would move but the actor wouldn't and would, therefore, just drop off once the "poly" had moved away.

by Remmirath » Sun Sep 07, 2008 10:08

It's impossible to do 3d polyobjects simply because a polyobject is not a sector; it's void surrounded by a sector; there's no way to do hacks due to the way polyobjects behave, so that's impossible... :wink:

3d polyobjects?/png importing

by Mortarion » Sun Sep 07, 2008 6:56

Is there any way, hacky or otherwise, to do this? Im competant with polyobjects and 3d floors, but this eludes me. Does anyone have any ideas? Thanks in advance.

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