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Pusing Floors over Floors to the limit

Posted: Fri Oct 13, 2006 13:02
by Fatlaser
With my new ability to create and manipulate floors over floors, I am attempting to push it to the limit(s). By this, I mean on planning on using Sector_Setfade/color/gravity/etc. to make a dynamic environment within/below/above the actual 3d floor. Has this been done before/being attempted by someone else besides me? Is this even possible? I will keep you all posted on my progress, if you are interested.

Posted: Fri Oct 13, 2006 14:01
by MartinHowe
Possible but messy; I have a WAD with an area comprising two 3D floors, that is, three rooms stacked in the same space. Various special effects are used, such as Sector_SetColor() and SectorDamage(), but it was a lot of work because of the limited way in which 3D sectors are defined; portals would be much nicer (i.e. define a complete room and then have it "overwrite" a 3D portion of another room) but for all I know it would have been a lot more work to implement.

Posted: Fri Oct 13, 2006 18:34
by Jive
Do use the power of Legacy to code such 3D floors. Very simple and efficient.
I'm used to code for Legacy, since I'm like a specialist of this port, on the OpenGl side.
I made a Doom Legacy version of the megawad "Vile Flesh" made by Gwyn Williams, using a lot of Doom Legacy features and, of course, a lot of 3D effects everywhere it was possible/good to do it.
I made also, some weeks ago, the release of another pwad on which I hardly worked, "Daemon", made by Tim Crompton, using a lot of 3D floors, for Legacy, but fully playable with GZDoom.

About gravity, you could study the pwad made by MR_ROCKET, also available on my site: mrq3dm17_gz. It's the perfect example of what can be done about this subject.

Posted: Sat Oct 14, 2006 8:16
by Alter
If there are more than 40-50 3d floors on the sight at once then it's beginning to slow down!

Posted: Sun Oct 15, 2006 11:43
by BetaSword
I have a city-type dealy that I made using massive amounts of 3D floors for most of the structures. Now, normally, I get anywhere between 300-500 FPS. But when standing in a corner with the entire map in view (it's pretty much completely open, except for the indoors), it goes down to about 60ish. I'd esitmate a good... 100-130 3D floors there. Of course, a lot are from the same control sector, but the amount of different floors greatly reduces the framerate. And that's not including sectors with special effects and such.

So yeah. If you plan on going all out with the 3D floors, and using a massive quantity of them, prepare for lower framerates.

Posted: Sun Oct 15, 2006 11:51
by Alter
One section in xenus 2 used many copied and pasted 3d floors and 40-50 3d floors were slowing down heh and betasword it must be big number of 3d floors

Posted: Tue Oct 17, 2006 16:29
by Cutmanmike
Bah, does it really effect the frame rate that much?! I hate the doom engine :(

Posted: Tue Oct 17, 2006 18:28
by Graf Zahl
Only when other factors get in the way. 3D floors aren't that bad.

Posted: Wed Oct 18, 2006 15:40
by Cutmanmike
Jolly good, becuse I was planning to make one of those telephone tower things you see near the road.

Posted: Wed Oct 18, 2006 19:49
by Nash
You should just use a model for that kind of architecture.

Unless you want to make it walkable upon...

Posted: Wed Oct 18, 2006 21:35
by Graf Zahl
Cutmanmike wrote:Jolly good, becuse I was planning to make one of those telephone tower things you see near the road.

One thing to reduce processing time is to set up the 3D floor so that it doesn't have any lighting effects on the area below.

Posted: Thu Oct 19, 2006 11:45
by Alter
Graf Zahl wrote:
Cutmanmike wrote:Jolly good, becuse I was planning to make one of those telephone tower things you see near the road.

One thing to reduce processing time is to set up the 3D floor so that it doesn't have any lighting effects on the area below.
Don't put ever any dynamic light in many 3d floors at once in small terrain because it slows FPS rate

EDIT:sorry for grammar error and about it, it's just lesson i learned in gzdoom editing :)

Posted: Thu Oct 19, 2006 15:25
by TheDarkArchon
Thank you captain obvious.

Posted: Fri Oct 20, 2006 11:41
by Cutmanmike
Nash wrote:Unless you want to make it walkable upon...
Yeah... I'm crazy like that.