Graf Zahl
Why don't I have a custom title by now?!
Posts: 7130
Registered: 01-03 |
entryway said:
It was always working in GL ports for me.
What is "Boom specials"?
Boom has one linedef special that transfers the floor height from one sector to another. It can be used to create invisible blocks without any self-referencing sector hacks. But this means the level requires a Boom-compatible source port to run, which with the sole exception of JDoom applies to all modern ports.
As for your bridge, you should do it like this (I made the space between the lines larger to fit in the numbers:
code:
| |
|4 4|
| 4 |
|--------------------------------------|
| | 4 | |
| 1 4|4 2 4|4 3 |
| --------- | --------- | --- |
| | 1 | | | 2 | | | | |
|4 1|1 1|1|2|2 2|2| | |3 4|
| | 1 | | | 2 | | | | |
| --------- | --------- | --- |
| 1 4|4 2 |4 3 |
| | 4 | |
|--------------------------------------|
| ^ 4 ^ |
|4 | | 4|
| |-These are the crossbeams
(1-3 are the parts of the bridge and 4 is the outer sector. The crossbeams of the bridge are part of the outer sector in this setup.)
Notice that the blocks which make the bridge are closed shapes with self-referencing sectors (i.e. same sector on both sides) but everything else is the outer sector. This configuration should work with every node builder out there.
The problems appear if there are overlapping linedefs from different sectors or as in your case isolated linedefs from a different sector inside another sector. These isolated linedefs don't create a closed shape which is required to reliably determine in which sector a certain point lies. With your setup, depending on the way the node builder works, any point on the bridge may incontrollably end up in either the lower sector or the invisible block.
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