Vorpal
Member
Posts: 309
Registered: 08-00 |
Note: There may be more and better tutorials out there on this, but I'm making this one as much for others as I am for myself (making this is a way of forcing myself to remember how to do it). If there's a simpler way/redundant steps etc., please let me know... I am not much of a Doom trickster.
So, in your map you may want a mid-textured fence of some sort, but marking it as "impassable" will ruin your gameplay for that area for whatever reason. Here's one trick you can do: CLICKY CLICKY
Step 1 - Make your "fence" the usual way by putting a mid texture on both sides of a linedef (in this case MIDBARS3 with a y offset of -120, so it aligns to the floor of a 192 tall room).
Step 2 - Surround your linedef in a new sector.
Step 3 - Select the linedefs of the fence and the new sector, and make them "self referencing" by making the front and back reference the same sector (in this case, sector 1)
Step 4 - Now edit sector 1's floor height to be the height of the fence you want (MIDBARS3 is 72 units tall, so I made sector 1 72 units tall).
Step 5 - Sector 1 is defining the fence's boundaries and height, and we'd like it to be as close to the MIDBARS3 linedef as possible. I went down to a grid size of 1 and changed it to a diamond shape around the MIDBARS3 linedef, you could just as easily use a square or more complex shapes if it is a more complex fence.
Step 6 - At this point, the trick is basically functional. However, monster AI will behave strangely in the main room. My hamfisted solution is to just surround sector 1 with another 72 high sector (depending on your editing program, you may have to go in and revert the interior sector to self reference to 1 again).
There! Now we have a mid-textured fence that you or enemies can move over. The downsides however are that it will block bullets/projectiles, the close-together vertices may lead to rendering oddities like slimetrails, and your editor may complain about sector/linedef errors.
|