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wallabra

Horizontally "moving" 3D floors.

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Can you outline how it works? For those of us who can't test the map right now. 

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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.

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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. 

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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.

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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!

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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.

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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?

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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?

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