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joe-ilya
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how do i do this?

-doom builder 2-

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Old Post 11-09-12 20:11 #
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Krispy
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You need to be more descriptive. Maybe you could post a drawing of what you mean.

Old Post 11-09-12 20:34 #
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Gez
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You cannot use transferred heights and 3D floor in the same sector; at least not in ZDoom and derivatives.

However, you can make deep water with a swimmable 3D floor.

Your ZDoom wiki links for today:
http://zdoom.org/wiki/3D_floor
http://zdoom.org/wiki/Deep_water
http://zdoom.org/wiki/Swimmable
http://zdoom.org/wiki/Transfer_Heights

Old Post 11-09-12 21:01 #
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hawkwind
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Gez said:
You cannot use transferred heights and 3D floor in the same sector; at least not in ZDoom and derivatives.


You can with Risen3D

Old Post 11-10-12 04:46 #
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Enjay
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You can do it with ZDoom too - if you are lucky. The combination may work, it may not. Even if it works, it could also break at some point in the future, I guess, because it is not an officially supported construct. But, yeah, I did have an old map where I added 3D floors over some transfer heights pools a few years back. It worked just as I wanted it to and the map still looks correct.

However, using 3D floors for both the transfer heights and the 3D floor structure (as Gez said) is a far more reliable way to go and will probably be easier to set up too. I certainly wouldn't do it another way in ZDoom nowadays.

Old Post 11-10-12 10:21 #
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joe-ilya
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im using skulltag (doom in hexen format)

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Old Post 11-10-12 11:33 #
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Enjay
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Then what was said about ZDoom applies.

Old Post 11-10-12 12:12 #
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joe-ilya
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Enjay said:
Then what was said about ZDoom applies.


what do you mean applies?

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Old Post 11-10-12 13:45 #
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Enjay
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I mean that Skulltag is just a (an old) modified version of ZDoom using (an old version) of the GZDoom renderer so everything that was said about 3D floors and transfer heights in ZDoom should also be correct for Skulltag. ie You shouldn't try and use them together. Use a 3D floor instead of the transfer heights.

Old Post 11-10-12 15:20 #
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gruntkiller4000
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3D floors should work (On doom builder it's a special called Set 3D floor). Transfer heights will not work. I've worked with multiple 3D floors within Deep water before.

Old Post 11-17-12 12:17 #
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ReX
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GZDooM will not properly render 3D sectors underwater. In other words, if you have horizontal bars underwater, the bars will be drawn weirdly. See this post for details.

Old Post 11-18-12 13:11 #
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gruntkiller4000
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3d floors underwater? So that means you can ONLY have 3d floors ABOVE deep water (it will work fine), not under water. I see. So if the WATER is a 3d floor, then having a 3d floor inside a 3d floor probably doesn't look to good.

Old Post 11-20-12 08:36 #
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joe-ilya
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gruntkiller4000 said:
3d floors underwater? So that means you can ONLY have 3d floors ABOVE deep water (it will work fine), not under water. I see. So if the WATER is a 3d floor, then having a 3d floor inside a 3d floor probably doesn't look to good.


i meant above right above the water

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Old Post 11-20-12 17:51 #
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PRIMEVAL
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Like a bridge above swimmable water? I've seen it done in PsychoPhobia, but I wouldn't know how to do it.

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Old Post 11-20-12 18:06 #
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ReX
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joe-ilya said:
i meant above right above the water


PRIMEVAL said:
Like a bridge above swimmable water? I've seen it done in PsychoPhobia, but I wouldn't know how to do it.

If you're asking for something like this, then it's simple. Assuming you're using GZDooM, you create your swimmable water in the normal way. Then you create a sector within your water, and set up your control sector in GZDooM in much the same way. But instead of making the 3D bridge sector swimmable and translucent, you make it solid & opaque. Then you give it the proper height attributes. This is a tutorial that outlines how to do swimmable water and how to do a bridge.

Old Post 11-20-12 19:00 #
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