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SArais

3D Polyobjs/Vertical Rotation Polyobjs?

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I'm just curious if such a thing is possible; be it now or in the future. Vertically-rotating polyobjs would be useful for a variety of things; as would be combining a polyobj with a 3d floor; furthermore, the possibility of a vertically rotating polyobjs would allow for many new uses; mayhaps as giant gears in a demonic clock tower when used in conjunction with horizontally rotating polyobjs.

 

Now if only the polyobjs didn't have infinite height so you could pass over/under them.

 

Other nonsensical use of 3d Polyfloors would be floating, spinning pyramids, incase you weren't ancient aliens enough (that is; presuming you get floor and ceiling textures to work on it's 3dfloor slopes

 

Some have figured out how to put textures on the polysides that don't have top/bottom textures.

Edited by SArais

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Polyobjects are in fact just linedefs - basically re-located linedefs. They aren't sectors and don't have anything to do with sectors. They're a crude engine hack (originating from Hexen back in 1995) that tries to work around the engine's inherent trait that vertices can't move horizontally (which is because the renderer uses a precalculated BSP), at the cost of other limitations. If some advanced Doom port ever implements true 3D, it's extremely unlikely it will use polyobjects as a basis for it. "Vertical rotation" in particular would require features that no current Doom port's renderer or collision detection can hope to handle.

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Polyobjects can be either 1-sided or 2-sided linedefs. If they're 1-sided, they will obviously be infinitely tall. If they're 2-sided, you will see a middle texture (and through), but never lower or upper sides/textures. You can put the 3D midtex flag onto the linedef to make the middle texture have 3D collisions.

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58 minutes ago, scifista42 said:

If they're 2-sided, you will see a middle texture (and through), but never lower or upper sides/textures. You can put the 3D midtex flag onto the linedef to make the middle texture have 3D collisions.

@ SArais: An example of how this can be applied is a swinging or sliding gate. Unfortunately, of course, the gate will only be 1 linedef thick - which, in the case of a swinging gate, will be evident when it lines up perfectly with the player during its swing.

 

One way to handle "giant gears in a demonic clock tower when used in conjunction with horizontally rotating polyobjs" is to use models to create the 3D effect you're going for. Any blocking you create using DECORATE definitions and invisible 3D sectors will be imperfect, but they'll be better than nothing.

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3 minutes ago, ReX said:

@ SArais: An example of how this can be applied is a swinging or sliding gate. Unfortunately, of course, the gate will only be 1 linedef thick - which, in the case of a swinging gate, will be evident when it lines up perfectly with the player during its swing.

Just make the polyobject out of multiple lines, outlining a thicker shape.

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