Issue with Sloped 3D Floors

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Theshooter7
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Joined: Mon Sep 25, 2006 2:47

Issue with Sloped 3D Floors

Post by Theshooter7 »

Hello. It has been a while since I posted here. But I am in need of help.

I have checked every single 3D Floor topic available, and looked at all the example wads, so I have no idea what is wrong with this.

If you look at the control sector for the 3D floor, you'll notice it is much lower than the play sector, where other example wads have them at the same floor height for the start, and slope the ceiling to the floor they are going to and whatnot. Also, when I slope it in the other direction (South) the 3D floor seems to appear much lower than the control sector. It's the opposite for a north slope. I have the latest GZDoom and Doom Builder Configs.

Thank you in advance.
Attachments
slope_issue.zip
Messed up 3D Slopes.
(136.24 KiB) Downloaded 181 times
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Enjay
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Post by Enjay »

OK, I'm not quite sure what you are trying to do with this, but it looks like the same problem as usual: you have not aligned the control sector to the play sector. Your control sector is something like 416 units further south than the sector where you want the slope to be. Seeing as how the slope is in the N/S direction, this causes the confusion.

Slopes (3D or otherwise) are basically extrapolated right across the map. If you set up a control sector that is not aligned to the position of the play sector, you have to compensate for this by using unusual heights. So, it's easier just to align stuff then you can use the same heights as the play area of the map.

What you have set up would kind of look like this if you could see everything from side on.
Image

In order to be able to use the heights you want in the control sector, your map should look like this in the editor.
Image

At least that's my interpretation of what you are asking about. Have I understood correctly?
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Theshooter7
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Joined: Mon Sep 25, 2006 2:47

Post by Theshooter7 »

That makes a lot of sense. Thanks Enjay.

BTW, it was to be used for a map in progress and the 3D floors were to give the lift that "Construction Lift" look (With beams crossing upwards in a kite shape. Kinda hard to explain.) They were only far away to give me ample building room for the rest of the area. But now that that has been cleared up, I should be able to fix this.
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