maggot202 Posted June 20, 2009 Hello I was editing some old maps (the reason why i don't have a crappy first map: i've been editing my "first map" for a year and a half now), and thought it would be cool to have some orbiting polyobjects around an UAC-built teleporter, but i currently don't know how to do this, if even possible. Can you help me here? 0 Share this post Link to post
maggot202 Posted June 20, 2009 Nevermind, I already found out how :). The only problem is that the orbiting polyobj seems to screw the graphics a bit 0 Share this post Link to post
LogicDeLuxe Posted June 20, 2009 It can't orbit any linedefs as the sector in which the polyobj appears has to be convex. If you don't need interactivity, maybe a bunch of scripted lowering and raising sectors are good enough for a moving illusion. 0 Share this post Link to post
Gez Posted June 20, 2009 If you're mapping for Eternity, the polyobjects can do what you want without glitching. It's the only port where a fundamental design flaw of polyobjects has been corrected, allowing them to roam freely. 0 Share this post Link to post
Quasar Posted June 25, 2009 Gez said:If you're mapping for Eternity, the polyobjects can do what you want without glitching. It's the only port where a fundamental design flaw of polyobjects has been corrected, allowing them to roam freely. GL ports which treat the objects like models will also allow this, so I'd put an asterisk on this statement ;) Of course they do it by "cheating;" I do it in the only way that's possible within the confines of the original rendering algorithm ;) 0 Share this post Link to post
Da Spadger Posted June 25, 2009 Gez said:If you're mapping for Eternity, the polyobjects can do what you want without glitching. It's the only port where a fundamental design flaw of polyobjects has been corrected, allowing them to roam freely. Heh, reminds me of that that picture ROTT would output when a pushwall escaped the map. Is there any chance of anything like that happening in EE? 0 Share this post Link to post
Quasar Posted June 25, 2009 Da Spadger said:Heh, reminds me of that that picture ROTT would output when a pushwall escaped the map. Is there any chance of anything like that happening in EE? Nope. They can move anywhere without causing an error, but of course moving to certain locations - such as right in the middle of some one-sided lines - is technically illegal and will cause rendering glitches. Closest you could get right now is a theoretically possible "R_IntersectPoint: lines are parallel" error, but that's due to the possibility of round-off error in R_PointOnSide. So far nobody's reported it happening, though ^_^ 0 Share this post Link to post
Gez Posted June 25, 2009 Quasar said:GL ports which treat the objects like models will also allow this Which ones do? Doomsday or Vavoom? The only OpenGL Hexen ports I know of are Doomsday-jHexen, GZDoom and Vavoom, and I know GZDoom doesn't. 0 Share this post Link to post