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If you intend "how to build a 3D floor":

1) create a sector where you want your 3D floor to be

2) create a dumb sector (called control sector) outside of the map. This sector can be of any shape but HAS to respect some conditions, in particular regarding the height (the z coordinate) of his floor and his ceiling. 

A 3D platform has two components: the ceiling that you see if you stay under it and the floor that you see if you walk on the top of it. The height of the "ceiling" of the 3D floor is given by the height of the floor of the control sector, and the height of the floor of the 3D floor is given by the height of the ceiling of your control sector. This means that the difference between the floor and the ceiling of the control sector will be the thickness of the 3D floor.

3) give to one of the linedefs of the control sector the action "set 3D floor" (if I remeber well it is action number 160). This action requires a variable, that is the tag of the sector that you want to be a 3D floor, so place the same tag both as the variable and as the tag of the point 1) floor.

4) now you should have a 3D floor. If you want to change his textures you have to work on the control sector. In particular if you want to change its side texture you have to change the texture of the point 3) linedef, if you want to change the bottom texture of the 3D floor you have to change the floor's texture of the control sector, and if you want to change the top texture of the 3D floor you have to change the texture of the ceiling of the control sector.

 

If you intend "how to build a 3D lift":

1) follow the previous points to build a 3D floor

2) create a trigger for your lift (a switch, or a line). This trigger has to work not on the 3D floor itself, but on the control sector, so if you want your 3D floor to move you have to change the height of both the floor and the ceiling of the control sector at the same time. To do this there is a simple ACS script:

Spoiler

Open the script editor (default key F10 on GZDB) and, in the script section write the following code (in this example we are moving a lift by 100 units, at a speed of 20, while the control sector is tagged 1).

 

Script 1 (void)

{

           Floor_LowerByValue (1, 20, 100);

           Ceiling_LowerByValue (1, 20, 100);

           Delay (105);

           Floor_RaiseByValue (1, 20, 100);

           Ceiling_RaiseByValue (1, 20, 100);

}

 

The dealy is essetial to give the player the time to reach the lift.

 

In order to make a script work, simply assing to your trigger line the action 80, and place the number of the script that you want to execute as the variable that the editor is asking to you.

 

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7 minutes ago, Simomarchi said:

Si pretende "cómo construir un piso 3D":

1) crea un sector donde quieras que tu piso 3D sea

2) crear un sector tonto (llamado sector de control) fuera del mapa. Este sector puede ser de cualquier forma, pero TIENE que respetar algunas condiciones, en particular con respecto a la altura (la coordenada z) de su piso y su techo. 

Una plataforma 3D tiene dos componentes: el techo que ves si te mantienes debajo de él y el piso que ves si caminas sobre él. La altura del "techo" del piso 3D viene dada por la altura del piso del sector de control, y la altura del piso del piso 3D está dada por la altura del techo de su sector de control. Esto significa que la diferencia entre el piso y el techo del sector de control será el grosor del piso 3D.

3) Dar a una de las líneas del sector de control la acción "configurar piso 3D" (si recuerdo que es la acción número 160). Esta acción requiere una variable, que es la etiqueta del sector que desea que sea un piso 3D, así que coloque la misma etiqueta tanto como la variable como la etiqueta del punto 1) piso.

4) Ahora deberías tener un piso 3D. Si quieres cambiar sus texturas tienes que trabajar en el sector de control. En particular, si desea cambiar su textura lateral, debe cambiar la textura del punto 3) linedef, si desea cambiar la textura inferior del piso 3D, debe cambiar la textura del piso del sector de control, y si Si desea cambiar la textura superior del piso 3D, debe cambiar la textura del techo del sector de control.

 

Si pretende "cómo construir un elevador 3D":

1) sigue los puntos anteriores para construir un piso 3D

2) crear un disparador para su elevación (un interruptor o una línea). Este activador no debe funcionar en el piso 3D en sí, sino en el sector de control, por lo que si desea que su piso 3D se mueva, debe cambiar la altura del piso y el techo del sector de control al mismo tiempo. Para hacer esto hay un simple script de ACS:

  Ocultar contenidos

Abra el editor de secuencias de comandos (clave predeterminada F10 en GZDB) y, en la sección de secuencias de comandos, escriba el siguiente código (en este ejemplo, estamos moviendo una elevación de 100 unidades, a una velocidad de 20, mientras que el sector de control está etiquetado 1).

 

Guión 1 (nulo)

{

           Floor_LowerByValue (1, 20, 100);

           Ceiling_LowerByValue (1, 20, 100);

           Retraso (105);

           Floor_RaiseByValue (1, 20, 100);

           Ceiling_RaiseByValue (1, 20, 100);

}

 

El diablo es fundamental para que el jugador tenga tiempo de alcanzar el levantamiento.

 

Para hacer que un script funcione, simplemente asigne a la línea de activación la acción 80 y coloque el número del script que desea ejecutar como la variable que el editor le está solicitando.

 

Is it in Doom builder? When I put in the action option and put 160 I don't get anything.

 

image.png.d00c9ef143936c272483202119ca0a08.png

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It is also in doom builder. The problem is that you are probably mapping in the wrong format. 

3D floors are supported only by Doom-in-hexen format and UDMF format.

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5 minutes ago, Simomarchi said:

También está en Doom Builder. El problema es que probablemente estás mapeando en el formato incorrecto. 

Los pisos 3D solo son compatibles con el formato Doom-in-hexen y el formato UDMF.

 

 

Or if I already change the settings, I will now have it in zdoom (Doom in Hexen) and it already worked. I thank you very much

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23 minutes ago, Simomarchi said:

También está en Doom Builder. El problema es que probablemente estás mapeando en el formato incorrecto. 

Los pisos 3D solo son compatibles con el formato Doom-in-hexen y el formato UDMF.

 

 

but still the same, the option appears to me but the structure does not appear

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Doom builder 2 does not have the plug in to show you the 3D floors in visual mode. If you want to map using advanced features the best choice is GZDoom builder.

However, if the problem is present also in game, and you are using a proper port (G/ZDoom) maybe you have to check if the control sector is placed at the right height, because your 3D floor can also be under the floor or over the ceiling of your map

 

If you have any doubt, this is a nice guide that explains action 160

 

https://zdoom.org/wiki/Sector_Set3dFloor

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If you are in GZDoom Builder you can always just put a 16x16 or 8x8 bridge thing and elevate them to make a simple bridge. Like this:

6ENPF3r.png?1

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