Doom Comic
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > invisible walls
 
Author
All times are GMT. The time now is 21:59. Post New Thread    Post A Reply
yuri04
Green Marine


Posts: 37
Registered: 08-11


how can i create an invisible wall so that the monsters on the other side can't see or hear me? thanks

Old Post 12-11-13 23:41 #
yuri04 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
vdgg
MM2 maniac


Posts: 1592
Registered: 08-07


Oh yes, I'd like to know the experts' answer as well. Plutonia MAP04 has it done this way: a sector 1-unit high (ceiling=normal, floor=ceiling-1) between the player side and the monster side. The walls have no textures. "Block sound" flags. But I read somewhere that it's not very elegant solution...

Old Post 12-12-13 00:01 #
vdgg is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Obsidian
Forum Staple


Posts: 2664
Registered: 05-12


Self-referencing sectors work as well, but you need to be a bit more careful with those to avoid glitchery.

Old Post 12-12-13 00:15 #
Obsidian is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1316
Registered: 02-11


do you want to be able to shoot through the wall? if no then action 242 is probably the most elegant solution if you're mapping for any boom-compat port.

Old Post 12-12-13 01:46 #
Ribbiks is online now Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
GreyGhost
Why don't I have a custom title by now?!


Posts: 8783
Registered: 01-08


Editing the REJECT lump with RMB is another option.

Old Post 12-12-13 01:48 #
GreyGhost is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
yuri04
Green Marine


Posts: 37
Registered: 08-11



Obsidian said:
Self-referencing sectors work as well, but you need to be a bit more careful with those to avoid glitchery.


i've tried making one but everytime i edit the linedefs the surrounding sectors disappear

Old Post 12-15-13 19:59 #
yuri04 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Joe667
Member


Posts: 573
Registered: 07-13



yuri04 said:
I've tried making one, but every time I edit the Linedefs the surrounding sectors disappear.


Same here.

Old Post 12-15-13 21:17 #
Joe667 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
plums
Senior Member


Posts: 2011
Registered: 08-13


There's a good tutorial on transparent doors here:
http://www.doomworld.com/tutorials/fx5.php

A transparent wall is basically the same, except you don't need to worry about textures or control sectors.

Here's a quick one I just made:
http://www.mediafire.com/download/7...isible_wall.wad

http://i.imgur.com/vn2Zu1r.png
For some reason DB doesn't like to draw the middle door/wall sector, so I joined it with that square so that it's easy to edit. Probably not strictly required.

Also note that I used BSP-W32 to build nodes, didn't try the others but I always use that one for any weird sector effects.

In case you want the exact process I used:
* Draw the sector outlines, set heights, other normal stuff.
* Join the middle invisible wall sector to the control square.
* Make sure the two thin sectors between the big rooms and the invisible wall are separate sectors, otherwise sound will carry through the wall.
* Make it so that the lowest numbered linedef in the invisible wall sector was on one of the 1s linedefs - the "door track", if it were a door. You can see I split a line and dragged some vertices around to the top get this.
* Change the sector reference of the "door track" linedefs to be one of the adjacent sectors. Doesn't seem to matter which one?
* Change the floor and ceiling height of the invisible wall to be 1.

Also if you're not making a vanilla-compatible level, use linedef 242 like Ribbiks said, it's much less hacky.

Last edited by plums on 12-15-13 at 23:12

Old Post 12-15-13 23:04 #
plums is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Badboy
Junior Member


Posts: 128
Registered: 09-12


242 thats what im searching for, thanks a lot

Old Post 05-11-14 10:23 #
Badboy is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
printz
CRAZY DUMB ZEALOT


Posts: 8889
Registered: 06-06


I find it silly that they can't see you. It's like they're overly conscious that they can't attack you, so they don't even bother waking up. I know it's an engine limitation, but I wish that if they were behind an unbreakable glass, they'd at least get restless and try to find you, than just sitting there looking funny.

__________________
Automatic Wolfenstein - Version 1.0 - also on Android

Old Post 05-11-14 10:59 #
printz is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Badboy
Junior Member


Posts: 128
Registered: 09-12


:)))

i dont know what your playing, but in my case i hit the switch and they attack me bloodthursty. (its a lie, i love all the monsters, since i bought the cacodemon plush i have more and more scruple to shoot them)

seriously, the invisible wall/monster behind-method feels artifical ofc, but teleport-spawning isnt realistic either. i like it, its clever, for me its new-ish. you see the enemy, think "what will happend", prepare for it mentaly. maybe someone send croteam a video about it, so it can be in the next serious sam.

btw who invented this trap/switch/attack method?

Old Post 05-11-14 11:22 #
Badboy is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Joe667
Member


Posts: 573
Registered: 07-13



printz said:
I find it silly that they can't see you. It's like they're overly conscious that they can't attack you, so they don't even bother waking up. I know it's an engine limitation, but I wish that if they were behind an unbreakable glass, they'd at least get restless and try to find you, than just sitting there looking funny.


Well, you can always just make sure they're not deaf and not put a Block sound flag on the linedefs.
In Eternal Doom Map 1, there are a bunch of Pain Elementals (On difficulties below UV, they're Imps) and Cacodemons which fly around like crazy, trying to find you. Because they're behind custom-textured forcefields.

http://www.mediafire.com/view/tqtim...mForceField.png

Old Post 05-11-14 11:30 #
Joe667 is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
40oz
Forum Spammer


Posts: 6918
Registered: 08-07


I vaguely remember playing a wad with an invisible door (presented by see through middle textures, like a midgrate looking thing) where there was a shotgun guy who thought it could see me and kept shooting at me but kept shooting the door. I've never been able to successfully reproduce that. I don't even remember the wad in reference, I think it was STRAIN though. I'll have to play through it again.

Old Post 05-15-14 01:25 #
40oz is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 21:59. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > invisible walls

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.