Page 1 of 1

Polyobj-door

Posted: Sat Aug 12, 2006 22:51
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!

Posted: Sun Aug 13, 2006 4:51
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.

Posted: Sun Aug 13, 2006 10:19
by Hell_Best
I tried that but that didn't work either

Posted: Sun Aug 13, 2006 11:58
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

Posted: Sun Aug 13, 2006 13:28
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.

Posted: Sun Aug 13, 2006 13:43
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

Posted: Sun Aug 13, 2006 22:51
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..)