wallabra Posted October 6, 2018 Hello. I'm working on this experimental 3D floor garbage. GZDoom only, uses ACS and tag ranging. HORZPLAT.zipGood luck. 3 Share this post Link to post
mgr_inz_rafal Posted October 7, 2018 Nice! I like abusing the ACS in similar ways :) 0 Share this post Link to post
wallabra Posted October 8, 2018 Yes. It's not easy, but sure has its reward, heh. 0 Share this post Link to post
Bauul Posted October 9, 2018 Can you outline how it works? For those of us who can't test the map right now. 0 Share this post Link to post
wallabra Posted October 9, 2018 53 minutes ago, Bauul said: Can you outline how it works? For those of us who can't test the map right now. Basically, it has 64 target sectors and 64 source sectors. Each source sector has one of its side walls set as a 3D floor linedef, that will set the corresponding target sector. All the source sectors are set to a height below the floor of the target sectors, so the 3D floors are invisible. Then, everytime a switch is pressed, the 3D platform "moves", as the back sectors' 3D floors disappear and the front ones appear, which simulates movement. I could try and create ACS-controlled wind in those sectors, to simulate the platforms moving the player. 0 Share this post Link to post
Bridgeburner56 Posted October 9, 2018 I'd be curious to see how smooth this is (at work so can't test) 0 Share this post Link to post
wallabra Posted October 9, 2018 Not much, but I bet it's enough, for a map feature that is way too seldom used in ZDoom. :P 0 Share this post Link to post
Bauul Posted October 9, 2018 (edited) So essentially it's 64 platforms that appear and dissapear in order to simulate movement? Gotcha, thanks! Yeah the player would have to physically walk forwards to avoid dropping off the back, and I imagine it kind of looks a bit stop-motion animation in practice, but it's a solid technique. 1 Share this post Link to post
ReX Posted October 9, 2018 Not to derail this thread, but the implementation of a moving 3D platform was done by GooberMan a few years ago. In that case, he had used polyobjects to create the construct. When paired with a model, this creates the illusion of a solid object moving in the air. The use of polyobjects allows the creation of complex pathways for the platform. Still, Gustavo's method has merit. 3 Share this post Link to post
wallabra Posted October 9, 2018 That is an interesting implementation, and I'll be sure to take a look at it. Thank you! 2 Share this post Link to post
Chris Moyer Posted October 11, 2018 On 10/9/2018 at 10:23 AM, ReX said: Not to derail this thread, but the implementation of a moving 3D platform was done by GooberMan a few years ago. In that case, he had used polyobjects to create the construct. When paired with a model, this creates the illusion of a solid object moving in the air. The use of polyobjects allows the creation of complex pathways for the platform. Still, Gustavo's method has merit. Very interesting. Going to look at this and Gustavo's method as well. Thanks for posting guys! 1 Share this post Link to post
ReX Posted October 11, 2018 A couple of clarifications about GooberMan's method: 1. Players/enemies/NPC can ride atop the platform, with minimal adjustments of position required. Enemies or NPC can simultaneously walk/fly underneath. 2. Because it is set up using polyobjects & a 3D control sector, the "thickness" of the platform is determined by that of the 3D control sector. This means that the model for the platform needs to be of uniform thickness for realistic blocking behavior. If you have an irregular-shaped model you'll not have proper blocking. [In the screenshot, the reddish-brown rock is static and the greenish-grey rocks are orbiting it.] If you have a regular-shaped model you'll be fine. 0 Share this post Link to post
Dragonfly Posted October 11, 2018 With clever implementation you can do it with a polyobject and portals. 10 Share this post Link to post
ReX Posted October 12, 2018 3 hours ago, Dragonfly said: With clever implementation you can do it with a polyobject and portals. Yes, that is clever. Do you have a tutorial, or a link to a sample wad? 1 Share this post Link to post
A.Gamma Posted October 12, 2018 Huh, interesting. I managed to get a train working with portals + polyobjects, but could never get a 3D floor to render properly. How did you do it? 2 Share this post Link to post
Dragonfly Posted October 12, 2018 I'll probably type up a tutorial for my website at some point. :) 3 Share this post Link to post