Breezeep Posted June 8, 2014 I tried to make a bridge myself but: What it looks like under the bridge: any help? 0 Share this post Link to post
Obsidian Posted June 9, 2014 This tutorial might help you out. From the looks of your shot you need to make the sector self-referencing, although I could be wrong: 3D bridges in general can throw up some weird behavior that you don't expect. 0 Share this post Link to post
Mordeth Posted June 9, 2014 Obsidian said: This tutorial might help you out. If he's working with Boom, there's no need to muck around with self-referencing sectors. Just use the flat property transfer trigger (242) to set the rising/lowering bridge sector apparent floor at ground level. BTW: where's that rock texture from? 0 Share this post Link to post
BlueFeena Posted June 9, 2014 Obsidian said:From the looks of your shot you need to make the sector self-referencing, although I could be wrong: 3D bridges in general can throw up some weird behavior that you don't expect. Hi there, let me hijack this thread for a second: Every time I make a self referencing sector, typically for a floating platform, I get utterly absurd sector collision behavior (ie, standing on the platform in locations where it doesn't exist.) Halp? 0 Share this post Link to post
plums Posted June 9, 2014 Any time you make a self-ref sector, you should enclose it in another normal sector, otherwise the self-ref sector can "leak" to other parts of the map. If you're doing that and still getting that problem, I don't know, but maybe posting an example would help. 0 Share this post Link to post
40oz Posted June 9, 2014 it could also be like that because of the OpenGL rendering. I remember playing some Plutonia maps in an old version of Doomsday that mucked up some of the invisible bridges that are usually clear in software rendering. 0 Share this post Link to post