The type should be “swimmable”, and the opacity should definitely not be zero. Pick a line of the sector and give it the Sector_Set3dFloor special (under “Sector”). Tag the magma chamber I’m using 101 here, just to distinguish my 3D floors from actual mechanisms. (If the 3D floor’s bottom goes below the real sector’s floor, it just won’t appear.) Finally, I’m going to make the control sector do 20% damage, and the empty magma chamber not. I’m just going to make the floor and ceiling both lava, and put the floor height down some ways. The ceiling will become the top of the 3D floor, and the floor will become the bottom. I need to make a control sector - a dummy sector, out in the void. First I’m going to lower the floor a bit, remove the lava texture, and remove the floor light level - the lava will be entirely separate, so all I need is a model of an empty chamber. There’s no water here, but there’s plenty of lava, and it can definitely be made to look better. So you could have a fake water texture at whatever height you wanted, and the player could go entirely beneath it and see it above them.īut we’re in the future now, and we can do much better. Remember ExtraFloor_LightOnly, which would copy one sector’s lighting onto another sector’s walls? This is the same idea, except it would draw the control sector’s entire floor and ceiling in another sector. One was the Transfer_Heights line special, which would let you draw one sector’s floor and ceiling inside another sector. It was mainly for fixing bugs and lifting some restrictions on how big maps could get, but it also added a few new toys. One of the earliest source ports was Boom. That’s about as far as you can go with the vanilla engine. Later, creative modders discovered the “ self-referencing sector” trick, which creates the illusion that you’re standing below the floor. Historically, like I’ve been doing, liquids have just been floor textures. It’s time to annihilate all of those restrictions. But, this, all of this, is very much ZDoom only. You could apply everything I’ve said so far to vanilla with some tweaking - use line types instead of specials, make a Doom-format map, skip the separate light levels and other tricks. It also finally, utterly, breaks compatibility with vanilla Doom. I’ve saved this for last because it’s more complicated than anything else, by far. The only tool we’ve found so far that can get around those restrictions is the sky hack, and even that’s fairly limited. All the way we’ve had to deal with Doom’s limitations. Tens of thousands of words later, you’ve watched me build a little world, and hopefully tried building your own.
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