DoomDiz Posted December 19, 2003 How do i make bridges in zdoom? specifically the kind you can walk both over AND under. I got the over part solved using a decorate lump, but i can't figure out how to make it so you can go under, too. I use Zdoom, Doombuilder, and XWE...if that helps... 0 Share this post Link to post
boris Posted December 19, 2003 ZDoom actually has ivisible bridge things: Thing #5056: 8x8 bridge Thing #5064: 16x16 bridge Thing #5061: 32x32 bridge Thing #9990: variable sized bridge the variable sized bridge takes two parameters: 1. radius of the thing 2. thickness of the thing 0 Share this post Link to post
Skunkboy Kyle Posted December 19, 2003 Boris, would it be possible using Zdoom to recreate the Doom 64 bridges? 0 Share this post Link to post
cyber-menace Posted December 19, 2003 DoomDiz said:How do i make bridges in zdoom? specifically the kind you can walk both over AND under. I got the over part solved using a decorate lump, but i can't figure out how to make it so you can go under, too. I use Zdoom, Doombuilder, and XWE...if that helps... If you're using Doom Builer you'll need to add the bridges manually to the configuration file. I have my own CyberDemon.cfg that has all of my added things as well so I don't have any problem editing my maps. 0 Share this post Link to post
boris Posted December 19, 2003 Skunkboy Kyle said:Boris, would it be possible using Zdoom to recreate the Doom 64 bridges? Well, I don't know the Doom 64 bridges. You can't make "solid" bridges though (like in Legacy, EDGE or Vavoom). A common thing to do is to use the invisible bridge things in combination with 2-sided middle textures and the y-offset. A good example is the K² bridge. However, you don't have to create/modify the existing things, as you can now use the invisible bridge things. 0 Share this post Link to post
Skunkboy Kyle Posted December 19, 2003 Well, the Doom 64 bridges used pseudo 3-d to be like real bridges. Check out the Doom 64 TC, where he used a trick to get the effect to look real, but be impossible for multiplayer. 0 Share this post Link to post
boris Posted December 19, 2003 Well, I'm not going to look through all of Doom64 TC just to find one of those bridges. But since you say that it doesn't work in multiplayer maybe they are simple using raising and lowering floors? You can even do that in doom.exe, although Boom and (for example) ZDoom make it a lot easier. The idea behind those "bridges" is that you have a floor and/or ceiling lower/raise when the player can't see it, so it will look to him as if there are multi-story buildings. However, with that you can't see both the upper and lower parts at the same time. 0 Share this post Link to post
Graf Zahl Posted December 20, 2003 boris said:Well, I'm not going to look through all of Doom64 TC just to find one of those bridges. But since you say that it doesn't work in multiplayer maybe they are simple using raising and lowering floors? They are. And the XG scripts to move them are an unbelievable mess. I have never seen such a bad scripting format! Aside from a few visual glitches (I never tried but it is possible that the sky might not display properly above those bridges) this stuff is significantly easier to do with a real scripting language like ACS or FraggleScript. 0 Share this post Link to post