Original message
| AirRaid  airraid@maidencentral.com
| "Transparent doors... HOW???" , posted Wed 31 Jan 04:20  
In one of the text files that comes with bsp 5.0, it says that I can make transparent doors by setting the door sector to 900 or above. I have tried this, and it just filled the transparent bits with rubbish. How do I get this to work? I want to make a door with bars that I can see between, which opens when a button is pressed.
"You've got to watch them - Be Quick or Be Dead!"
Iron Maiden - '92
airraid@maidencentral.com
| | Replies:
|
| SirRobin jsaksa79@hotmail.com | "Re(1):Transparent doors... HOW???" , posted Fri 2 Feb 01:31  
The easyest way would be to use a source port like BooM... BooM's 242 linedef (used for invicible stairs & deep water) can also be applyed to ceiling! There's just a little trick that you still have to do.. Place two small sectors on each side of the door that have floor height one unit lower than the door sectors floor is. Otherwise it will make a HOM effect when the door is fully closed.
Peace Love & DooM Sir Robin * http://doomcastle.tsx.org/
|
| | deepteam jack@sbsoftware.com | "Re(2):Transparent doors... HOW???" , posted Fri 2 Feb 17:49:  
The 1 unit sector height difference is the key. The 242 is another instance exploiting this little trick in a different way.
A real live example in one of the levels I listed is clearer than me trying to explain it. The tutorial referenced earlier here is damn good. Here's a poor imitation ascii picture, hope I don't screw it up
---------------------------------- | | | | ------------sr open door tag x---------- | sector 2 | | -----------------y=128----------- | | | height=0, 1 unit above sector 2 | | | -----------------y=128----------- | | | ------------sr opendoor-tag x------------ | | | | -------------------------------------
The linedefs in height=0 sector point IN. Only outside linedefs are 1-sided. height = 0 sector = tag# x, linedef tags to it. y=128 required - that's the "transparent door". Texture is placed on both sides in "middle".
Works in DOOM, HEXEN, BOOM, etc. No special nodes. Easy to draw, no trick sectors.
Each method has it's place in the same level. Choose to suit the occasion.
(oops forgot $#%^ html gets rid of spaces - pretend the | space over please)
www.sbsoftware.com
[this message was edited by deepteam on Fri 2 Feb 17:51] |
| | Maonth  Maonth@hotmail.com 50187741
| "Re(3):Transparent doors... HOW???" , posted Sat 3 Feb 03:42  
Makes sence to me...now!
What should i get? Quake3? Half-Life? Soldier of fortune? Arhh heck ill just go get DOOM2.
|
| deepteam jack@sbsoftware.com | "Re(1):Transparent doors... HOW???" , posted Wed 31 Jan 15:10  
The 900 tag is a bit awkward to implement. The Edmap method does not depend on just Edmap's node builder. Haven't done that for a bit, but I know DeePBSP works with that style (for a regular open/close door anyway) and BSP does too.
There is another way to build transparent door that is independent of how nodes are built (meaning I've not tested it with -all- the variations of level design). The KABOOM level has lots of door built this way (download KABOOM from our website or from CDROM.COM). The other example is in the DOOM2TUT level in DeePsea.
It shares the common element of having a y offset of 128. Not totally different from the tutorial referenced here, but also not obvious:) This kind of tranparent door has to be a "switch" door, so it has linedef/sector tags. Briefly, you draw a sector inside a sector.
The one thing I like about this door is that all the sector references are valid so any error checker won't barf on them.
So now there are at least 3 ways to do this.
www.sbsoftware.com
|
| ReX gurkha_boy@yahoo.com | "Re(1):Transparent doors... HOW???" , posted Wed 31 Jan 06:24  
Following up on what NM said, try this page on DooMWorld:
http://www.doomworld.com/tutorials/fx5.shtml
Only two things are certain: DooM and taxes
|
| | Maonth  Maonth@hotmail.com 50187741
| "Re(2):Transparent doors... HOW???" , posted Sat 3 Feb 03:44  
I dont think you have to write it with capital letters! I think he got it already!
What should i get? Quake3? Half-Life? Soldier of fortune? Arhh heck ill just go get DOOM2.
|
| | NiGHTMARE nick@frad.org | "Re(2):Transparent doors... HOW???" , posted Wed 31 Jan 06:28  
Eh, I'm sure he isn't THAT stupid :)
----- "I'm gonna kill that Taggart faggot" - Doom guy. -----
|
| | Maonth  Maonth@hotmail.com 50187741
| "Re(3):Transparent doors... HOW???" , posted Sat 3 Feb 03:46  
heh. If he was he must outstupid that Username guy!
What should i get? Quake3? Half-Life? Soldier of fortune? Arhh heck ill just go get DOOM2.
|
| NiGHTMARE nick@frad.org | "Re(1):Transparent doors... HOW???" , posted Wed 31 Jan 04:51  
Look under "resources" on the Doomworld sidebar and you will see "Editing tutorials". Click it. I'm sure you can find the way from there...
----- "I'm gonna kill that Taggart faggot" - Doom guy. -----
|
| | Maonth  Maonth@hotmail.com 50187741
| "Re(2):Transparent doors... HOW???" , posted Sat 3 Feb 03:40  
I hope Mordeth rewrites that one. It's kinda confusing!
What should i get? Quake3? Half-Life? Soldier of fortune? Arhh heck ill just go get DOOM2.
|
|
|