NaturalTvventy Posted April 17, 2010 Hey, I want to make a fence that obviously the player can't get by, but that can be shot through and monsters can fly over. I'm thinking the only way to do it is to make a non-sprited thing with the height of the fence. is there a better way? also, how do i make it so projectiles can pass through things in ZDoom, like they did in the original Doom? and can I set this as a default on a map, or does each player get to select it in his/her settings? thanks, NT 0 Share this post Link to post
phi108 Posted April 17, 2010 NaturalTvventy said:make it so projectiles can pass through things in ZDoom, like they did in the original Doom? and can I set this as a default on a map, or does each player get to select it in his/her settings? thanks, NT In the MAINFO lump for your map, use this compatibility option: compat_missileclip http://zdoom.org/wiki/Compatibility_options 0 Share this post Link to post
Gez Posted April 17, 2010 There are many ways to achieve an effect such as the one you describe, between railings, 3D midtextures, things, etc. http://zdoom.org/wiki/Line_SetBlocking http://zdoom.org/wiki/Linedef 0 Share this post Link to post
Graf Zahl Posted April 17, 2010 3D Midtextures are probably the easiest option here. 0 Share this post Link to post
NaturalTvventy Posted April 17, 2010 uhm the closest thing I see there is the strife railing, but that's only 32 pixels high, and i'd like to be able to customize the height. if i do just flying things can pass it, they'd pass through the texture if they were low enough, which would look bad. NT 0 Share this post Link to post
Gez Posted April 17, 2010 If you use 3D midtextures then the height is equal to the height of the texture (adjusted by Y offset). 0 Share this post Link to post
Enjay Posted April 17, 2010 Unfortunately, the 3D mid textures method doesn't work quite like a normal mid texture: hitscan attacks pass through but projectiles get blocked. 0 Share this post Link to post
Cronyne Posted April 20, 2010 What I'd do is make a Middle texture, and place Bridge Pieces all throughout it. You can't walk through them but you can shoot through them, and go over them. 0 Share this post Link to post
Graf Zahl Posted April 20, 2010 That's the hackish method of 3D midtextures and no longer recommended. As for collision detection, yes, they block projectiles. But there's no method right now that allows for blocking a line for non-projectiles only 0 Share this post Link to post
Spleen Posted April 20, 2010 NaturalTvventy: You could use a 3D floor and surround it with midtextures. I think 3d floors have the same physics in both ZDoom and GZDoom, but they just appear invisible in ZDoom. So the midtextures would cover the visuals of the fence, and the 3D floors would cover the physics. 0 Share this post Link to post
Gez Posted April 20, 2010 Spleen said:I think 3d floors have the same physics in both ZDoom and GZDoom, but they just appear invisible in ZDoom. The code is still #ifdef'ed out, so they do not have physics unless you build yourself a custom exe. 0 Share this post Link to post
Spleen Posted April 20, 2010 Gez said:The code is still #ifdef'ed out, so they do not have physics unless you build yourself a custom exe. Ah, my bad. That means you'll probably only get the effect when playing GZDoom or Skulltag with a software renderer, as I understand. Do you know why the decision was made not to allow invisible 3D floors in ZDoom? 0 Share this post Link to post
Graf Zahl Posted April 20, 2010 The lighting code for 3D floors is not working in the software renderer so activating it might cause problems later because mappers might use it incorrectly. Still, why all these hackish suggestions? 3D Midtextures sound precisely like what's needed here and still less functional suggestions are made... 0 Share this post Link to post
Spleen Posted April 20, 2010 Graf Zahl said:The lighting code for 3D floors is not working in the software renderer so activating it might cause problems later because mappers might use it incorrectly.Ah, thanks for info! Graf Zahl said:Still, why all these hackish suggestions? 3D Midtextures sound precisely like what's needed here and still less functional suggestions are made... Hey, they don't block hitscan attacks. :P 0 Share this post Link to post
NaturalTvventy Posted April 20, 2010 OK, so where can I learn how to make 3D midtextures? What are they? i tried zdoom wiki and didn't really get much. is it a function of a line that gives me my general desired effect? Just to be clear here, what I want is a line with a fence-like midtexture (which I have) which blocks players and monsters at the texture, can be shot through, and can be passed through above the desired height of the fence. Thx, NT 0 Share this post Link to post
Graf Zahl Posted April 21, 2010 All you need to do is to set the respective flag. In UDMF and Doom map format it can be done directly but for Hexen map format you need to use the Line_SetIdentification (#121) line special because it's an extended flag. So set the line special to 121 and the second arg to 32 and you are done. 0 Share this post Link to post
printz Posted April 21, 2010 Graf Zahl said:That's the hackish method of 3D midtextures and no longer recommended. As for collision detection, yes, they block projectiles. But there's no method right now that allows for blocking a line for non-projectiles only What about enabling the ZDoom compatibility option of making solid decoration act as in Doom (only 16 tall and lets projectiles -- not people -- pass), and using such decoration in lieu of 3d bridges to do that hacky method? 0 Share this post Link to post
Graf Zahl Posted April 21, 2010 You can do that without the compatibility option. But it'd only work well for perfectly orthogonal lines. Any diagonal fence created with that method would suffer from the actors' squareness. 0 Share this post Link to post