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unbottledup
November 15th, 2004, 05:51 PM
I know, I know. I keep asking stupid questions. I'm sorry! I just can't find this stuff on Google or in Manuals...

Is it possible to create a fake ceiling? Like, for example, for some kind of awning? I was thinking of using a sector inside a sector with no walls textured lowered to where I need it surrounded by middle textures in another sector that create the illusion of an awning. The HOM wouldn't ACTUALLY appear because there is plenty of things surrounding it to prevent actual HOM and since the sky is so high up in the air in this part of the level, no one will see the HOM there. Am I crazy or will this work? If it won't work, how do I make it work?

MR_ROCKET
November 16th, 2004, 02:19 AM
I was about to say use legacy for this and its boom 3d data types :P 282 for solid 3d floor/ceiling added to an outbound control sector def and tagged to your target ceiling sector.

But in this case for standard doom2.exe , it sounds right although I would use a 64x128 cyan transparent texture with the tops of it or depending the bottoms of it with a visible texture about 8 to 16 units tall - and of course passable. it sorta depends on how your design is. you could actually do this without worrying about any HOMS as long as the sky flat is compensating for it. These variations of ror's or bridges was pretty much why the editing additions were added to legacy though, so you might want to check into that unless you don't want the wad being "source port specific".

unbottledup
November 16th, 2004, 06:33 AM
It's already source port specific. Uses ZDoom features.

doominsanity
November 16th, 2004, 07:34 AM
Shouldn't this be in the legacy section?

unbottledup
November 16th, 2004, 08:02 AM
No, because it doesn't involve Doom Legacy! I told you, this is ZDoom specific pretty much but I'm looking for a Doom 2 based trick that I can use on other maps.

doominsanity
November 16th, 2004, 08:06 AM
Model a 3D floor.

Looney
November 16th, 2004, 08:33 AM
Model a 3D floor. Zdoom don't have support for 3D floors.
*drinky*

That being said, your out of luck for that reason. You would have to change ports.

unbottledup
November 16th, 2004, 09:00 AM
Ugh. I'm just going to have to keep repeating myself to these people aren't I Looney? Thanks for helping me out though.

doominsanity
November 16th, 2004, 10:04 AM
I meant md2 models. I didn't know that Zdoomgl has support for dynamic lighting. This is good news.

unbottledup
November 16th, 2004, 10:21 AM
Ewww. ZdoomGL was a horrid peice of crap. Unless there was a major update that made it so MD2s aren't 4000 times bigger than the level, it's still a horrid peice of crap... no offense to the author. (At least he's trying. I just sit on my ass and bitch. ^_^)

MR_ROCKET
November 17th, 2004, 11:00 AM
Well I know the older version of gldoom/zdoomgl had an old render and was well what you said but there is a newer version of zdoomgl if you haven't looked into it for awhile. its not bad
http://zdoomgl.mancubus.net/

Yeah that's the only other way around it , if you use doom2 tricks and its not going to be walked on or used to walk over then use a cyan transparent texture with the lower or upper 1/4 of it textured depending how your going to use it.
other than that I guess its "legacy 3dfloors" or zdoomgl with use of a model.

Bad thing about that doom2 ror trick is it will show up screwy in most sourceports under opengl even after glbsp'd or zennode'd. so everything has some restrictions grr.

But yeah i'd probably end up using legacy for something like that because it would look good and have a better framerate. thats mainly the reason people will bring up " use legacy " right off the bat because thats basiclly why feature was put into legacy.

In doom2.exe you'l probably be fighting a vis plan overflow from having so many defs in 1 given area. hopfully not but thats the first thing you wont want to be looking forward to heh. although your making it for zdoom it should be more forgiving about vpo and should work just the same way it would in doom2.

What your doing sounds right to me, but it might end up being easyer to use the partly transparent texture and build it from ground level up having each line def of the overhang ceiling passable rather than messing with the sky and having to worry about homs. seems how its just there for looks and wont be walk on.

http://home.comcast.net/~mrrocket/fakeceiling1.jpg
here's what i mean:

http://home.comcast.net/~mrrocket/cleartrm.bmp
this is the texture i made for it :

the shot was taken in legacy but it will work in anything.
no tricks here other than a simple texture ,and yes you can walk around under it heh.