Kris Posted February 21, 2002 Heh, I've played several wads lately that featured floating objects (such as floating cubes, floating pedestals, etc.), and I am using, like everyone else, DeePSea. I was wondering: how do I make floating objects? 0 Share this post Link to post
Liam Posted February 22, 2002 I'm pretty sure floating items is a Zdoom feature, but I never edit with Zdoom, so, heh, wait for another reply :p 0 Share this post Link to post
Lüt Posted February 22, 2002 Uh, there's a few ways to do this. One is with invisible floors that you can place objects on. These act like pillars, but without wall or floor textures. ZDoom on the other hand, is capable of placing objects on Z (vertical) locations as well as X and Y locations, so ZDoom is the easiest thing to use to make floating objects. But if you want floating enemies, you'll have to use the invisible pillar method, otherwise they'll fall to the ground once the map is loaded. Somebody probably knows where the invisible pillars tutorial is; I don't. I could give you a sample WAD though. 0 Share this post Link to post
læmænt Posted February 22, 2002 I am using, like everyone else, DeePSea. And I'm using, like everyone else, yadex. 0 Share this post Link to post
Biffy Posted March 1, 2002 Farz I know, zdoom does not allow "floating objects". Zdoom and stock doom allow you to make invisible sectors which are higher than adjacent sectors and which will support all objects, monsters, players, but you cannot walk below/under such a sector. This type of sector is made by setting both sidedefs of the sector lines to "point to" the enclosed sector and then using no textures on the lines. If your eyes are always below the floor of that raised sector you don't even have to do the sidedef sector number trick. Other than that, objects can be made to appear to float by making a dehacked patch for them, setting them to "hang from ceiling" and using z-offset to place them where you want. Finally, zdoom has an "invisible bridge object" which you can use to support monsters and players. You'd typically use more than one object in a location large enough to be useful, can set the radius, vertical height and vertical location of such objects to align with adjacent solid structure so you can walk onto them. 0 Share this post Link to post
ReX Posted March 1, 2002 Finally, zdoom has an "invisible bridge object" which you can use to support monsters and players.Hi Biff. Good to see you on these forums. Does the newest beta allow monsters to walk on the Thing 9990? I thought that only players were supported by them. 0 Share this post Link to post
Lobo Posted March 1, 2002 I am using, like everyone else, DeePSea. And I'm using, like everyone else, yadex. And I'm using, like everyone else, wadauthor. 0 Share this post Link to post
Biffy Posted March 1, 2002 Hi ReX, Yes, the invisible bridge objects do support monsters and they appear quite comfortable walking on them. This was possible quite a few betas back, not sure which. I just tried placing an arachnotron on a false floor which is at z=128 with a real floor under it at z=0, setting the arachnotron to z=128 and the game (beta33) initialized with him up there, ready to rock. Then I tried it over a similar area with real floor at -128 and false floor at 0, arachnotron at 0. He started on the real floor, not up on the false one. I gave him z=128 and all was well..the z offset appears to be with respect to the real floor below, not in terms of absolute coordinates. When the monster is killed, it is no longer supported by the false floor. It drops through to the real floor. Same with players too. 0 Share this post Link to post