maggot202 Posted March 10, 2009 Hello This probably can't be done, but i'll ask anyway. I'd like to do an extending bridge in GZDoom. I know how to do polyobjs and 3d bridges, but is there a way to do a 3d bridge that it's also a polyobject? Thanks! 0 Share this post Link to post
esselfortium Posted March 10, 2009 Nope. Polyobjects are 1-sided lines; there's nothing but void space inside them, thus they can't have floors or ceilings. 0 Share this post Link to post
Stupid Bunny Posted March 10, 2009 I remember wanting to do the same thing, before familiarizing myself with the details of polyobjects. I'd add something helpful but essel pretty much summed it up. 0 Share this post Link to post
jallamann Posted March 10, 2009 The only way to do this is massive trickery, like making a path where you want the 3d floor to move with lots of sectors and correspondingly a lot of control sectors, instantly raising/lowering them in careful order. It'll probably show, though, because instant in this context is not as instant as people might like it to be. It's not an optimal solution, more like crap and tedious, but if it's absolutely necessary, it could work. If you want to have things on top of the 3d floor moving with it, I'd leave it there and never touch it again, though. 0 Share this post Link to post
kristus Posted March 10, 2009 Do it like in Doom3. Where many of the things that you walk on and interact with are 3d models. All you need to do is convince Graf Zahl to add the capability to GZdoom. :p 0 Share this post Link to post
Scuba Steve Posted March 10, 2009 Didn't Cyb do this in one of his Doom jr2 levels? It was a bit sloppy... but I remember it worked. 0 Share this post Link to post
Gez Posted March 10, 2009 kristus said:Do it like in Doom3. Where many of the things that you walk on and interact with are 3d models. All you need to do is convince Graf Zahl to add the capability to GZdoom. :p 3D models are already supported. On the other hand, the physics code doesn't allow friction between objects -- same reason you can't ride a cacodemon around -- so you wouldn't stay over the model as it moves. Scripting might be used to move the player at the same time as the model, to give the illusion that it works, though. 0 Share this post Link to post
kristus Posted March 10, 2009 Uhm. There's a big fat difference between static 3d models and animated 3d models. 0 Share this post Link to post
Gez Posted March 10, 2009 3D models are actors which just happen to have a MODELDEF in addition to their DECORATE... You don't have skeletal animation but you have frame-based animation. Those are models from a jDoom pack, but the screenshots are taken in GZDoom. You can clearly see two different states for the demon. Model support would be quite pointless if enemies weren't animated... 0 Share this post Link to post
maggot202 Posted March 11, 2009 Well, thanks for the answers. Maybe I could do a bridge that lowers from the ceiling or something, then :) 0 Share this post Link to post