PhilibusMo Posted August 31, 2009 I know this is a completely noobish question and that it has been asked many times before, but how do you create impassable linedefs that are transparent and look like glass in zdoom (preferably doom in doom format) and preferably breakable, but thats not particuarly important. I am using doom builder 2 if that is any help. 0 Share this post Link to post
Nomad Posted August 31, 2009 In ZDoom(Doom in Doom) format, use line type 260 for translucence, and make sure you set middle textures for the linedef. Unfortunately in Doom in Doom format you cannot set the degree of translucency, nor can you make it breakable. By the by, line type 260 is a Boom feature so you can use it in any Boom compatible format, as far as I know. In ZDoom (Doom in Hexen) format, using the same line type you can set the amount of translucency as well as some other options. The "Breakable" line type requires a lot more that I'm sure someone else could explain better than I. 0 Share this post Link to post
PhilibusMo Posted August 31, 2009 Nomad said:In ZDoom (Doom in Hexen) format, using the same line type you can set the amount of translucency as well as some other options. The "Breakable" line type requires a lot more that I'm sure someone else could explain better than I. thanks that's helped immensely, really finished off that section of the map nicely. Could I change the map settings to doom in hexen format and make the changes necissary to create more advanced glass and the switch it back to doom format for the rest of my editing with no ill effects to the level? Or will zdoom not run hexen format pieces if the map is set to be doom in doom format and has doom style door and such? 0 Share this post Link to post
esselfortium Posted August 31, 2009 The map format affects the format that the entire level's data is stored in; a map has to be either one format or the other, you can't mix and match parts. 0 Share this post Link to post
PhilibusMo Posted August 31, 2009 ah thought so. Ok one more question on the subject, currently, when the glass is shot at, the bullets go straight through, is there a way i can stop this because I can't work it out. I have impassable, block monster, double sided, lower unpegged and upper unpegged all ticked on the translucent linedef but the bullets go straight through. 0 Share this post Link to post
esselfortium Posted August 31, 2009 ZDoom in Hexen Format has a "Block Everything" line flag. 0 Share this post Link to post
Nomad Posted August 31, 2009 Unfortunately, Doom In Doom format does not have a bullet-blocking attribute for linedefs. Do a search for "bullet proof" here and I'm sure you'll find plenty of threads with suggestions for getting that effect. 0 Share this post Link to post
DuckReconMajor Posted August 31, 2009 You can make a 1 unit wide sector and make the floor 1 unit away from the ceiling. P.S. What are the advantages of Doom in Doom format? 0 Share this post Link to post
PhilibusMo Posted August 31, 2009 Nomad said:Unfortunately, Doom In Doom format does not have a bullet-blocking attribute for linedefs. Do a search for "bullet proof" here and I'm sure you'll find plenty of threads with suggestions for getting that effect. Well after having a quick look through the threads I got when I typed in 'bullet proof' and 'bullet proof glass' and 'bullet proof linedef' I couldn't find anythin that helped the problem. I have thought of a way of sorthing it, is it possible to create a thing that can be walked through but doesn't let bullets through? 0 Share this post Link to post
Nomad Posted September 1, 2009 I guess it took some creative searching, but I came across this thread which might help you. 0 Share this post Link to post
Juiche Posted September 1, 2009 does anybody know how to make breakable glass? 0 Share this post Link to post
PhilibusMo Posted September 1, 2009 Juiche said:does anybody know how to make breakable glass? Does this help? http://zdoom.org/wiki/GlassBreak It didn't really help me, but thats probably because of my lack of doom in hexen format experience as I always found it a little over whelming. 0 Share this post Link to post
Gez Posted September 1, 2009 DuckReconMajor said:P.S. What are the advantages of Doom in Doom format? All ports can read it. Of course, if you need ZDoom-exclusive features for other things anyway, then it has absolutely no advantage. But if you want to make your project vanilla, limit-removing, or Boom-compatible, then it's what you have to use. 0 Share this post Link to post
Ninjalah Posted September 1, 2009 DuckReconMajor said:P.S. What are the advantages of Doom in Doom format? Well for me (and I'm guessing new map makers) it's simpler. This is the only reason why I use it. I myself don't understand all of the arguments and what not in hexen format. 0 Share this post Link to post
DuckReconMajor Posted September 3, 2009 Why not just use Doom format then? edit: I think I get it. So ZDoom's Doom in Doom format lets you sort of "customize" how vanilla-compatible it is? 0 Share this post Link to post
Nomad Posted September 3, 2009 Some, but not all, ACS is available in Doom in Doom format and obviously vanilla has no scripting. I think that would be the difference, but I could be wrong. 0 Share this post Link to post
DemilinX Posted September 10, 2010 PhilibusMo said:ah thought so. Ok one more question on the subject, currently, when the glass is shot at, the bullets go straight through, is there a way i can stop this because I can't work it out. I have impassable, block monster, double sided, lower unpegged and upper unpegged all ticked on the translucent linedef but the bullets go straight through. I'm making a similar effect but I'm using the Doom monsters in a museum display.. Is it important to have the lower and upper unpegged linedef attributes selected for this effect? 0 Share this post Link to post
esselfortium Posted September 10, 2010 DemilinX said:I'm making a similar effect but I'm using the Doom monsters in a museum display.. Is it important to have the lower and upper unpegged linedef attributes selected for this effect? Nope. Unpegged flags apply to texture alignment, nothing else. 0 Share this post Link to post
DemilinX Posted September 10, 2010 esselfortium said:Nope. Unpegged flags apply to texture alignment, nothing else. Thanks for the quick reply. I thought such, but I needed to make sure there wasn't something I was missing here. 0 Share this post Link to post