Polyobj-door

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Hell_Best
Posts: 53
Joined: Tue Jul 18, 2006 18:28

Polyobj-door

Post by Hell_Best »

I maked i door that open whit polyobj. As u see the door reach the sky is there anyway to make the door smaller? here's the script.

script 1 (void)
{
Polyobj_RotateRight(const:1, 32, 64);
DELAY(35*4);
Polyobj_RotateLeft(const:1, 32, 64);
}

Edited by Paul:
[spoiler]Image[/spoiler]
Borks the forum layout!
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Flame Spawn
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Location: Somewhere

Post by Flame Spawn »

Hmm...I think polyobjects extend from the floor to the ceiling in the sector, regardless of the dummy sector's height. Not sure on how to help you, though.
Hell_Best
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Joined: Tue Jul 18, 2006 18:28

Post by Hell_Best »

I tried that but that didn't work either
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chaoscentral
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Post by chaoscentral »

what did u try, he didnt suggest anything. I suggest you either use a model, or alot of sectors than instantly change their hight to simulate a door opening
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NeoHippo
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Location: British Columbia Canada

Post by NeoHippo »

As Flame Spawn already mentioned, polyobjects are as tall as the sector you place them in. Meaning, the
height of the sector, where you place the polyobject in, determines the height of the polyobject. So, if the
sector has a height of 256, the polyobject will be 256 tall, if the sector has a height of 96, the polyobject
will be 96 tall.

When looking at the picture, where do you want the poly_door to be?

Could you post your map, so we can take a look at it. While you give us the script for the poly_door, I suspect,
that you did not build the polyobject constructs.
TAtL, tU, aE
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chaoscentral
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Post by chaoscentral »

well by looking at the image, id say he wants the door to go in the doorway for the 3d floor house. As I said, the best way to go about this is a 3d model door. or if you dont want to mess with 3d models, use a script that makes a series of sectors automatically change height, creating a "swinging" door
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Paul
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Post by Paul »

This is what happens when you dunno limits of Gzdoom with Zdoom :lol:

I fully understand what this guy means. He has a xx high outdoor sector with a house, which has a 3d floor as a roof. Though polyobjects are set so they'll be xx high, as their mother sector. So nope, there's no way you're gonna make a door like that

I suggest you make a door texture as high as your door frame and use semi-3d poly objects using poly_explicit line and some trickery.
Refer to the wiki:
http://www.zdoom.org/wiki/index.php?tit ... plicitLine
There's a demo wad somewhere at zdoom.org that shows how to make explicitlined polys.
I'm also certain a vertically sliding grate in map01 of Rex's Darkest Hour is made in a similair way.

Go and explore, seek out the knowledge (not beg for it with doing nothing..)
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