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Skirmisher
January 24th, 2006, 10:38 PM
Can anyone please direct me to any kind of a how to guide regarding making doom ramps using Doom Builder.

Thanks.

doomjedi
January 24th, 2006, 11:31 PM
I didn't know Doom supports ramps :)
Maybe you mean one of the ports?

Illdo
January 25th, 2006, 12:00 AM
You can make them only in ZDoom. And maybe JDoom or Risen3D, I'm not sure.

KuriKai
January 25th, 2006, 02:48 AM
you can only fake it in doomsday using models

Danimetal
January 25th, 2006, 04:00 AM
Zdoom, GZDoom, Risen3d and I think Vavoom support them directly.

jake250
January 25th, 2006, 04:43 AM
You know he asked ""how"", right?

Danimetal
January 25th, 2006, 06:18 AM
I know he asked "how" but I don´t think we were ansering him. I´ll try now anyway: the method for creating ramps (slopes) varies from port to port. If he´s gonna use ZDoom he could take a look at the entries regarding "Slopes" in the ZDoom Wiki here (http://www.zdoom.org/wiki/index.php?title=Main_Page). For JDoom he must use Models, that he has to previously make or get somewhere. I´m completely clueless on the other ports but sure these ports have forums.

AlysiumX
January 25th, 2006, 10:57 AM
This would be the only way to do a slope in doom 2 format.
Doom 2 Slope (http://img36.imageshack.us/my.php?image=d2slope0qw.png)
Now if you were editing for zdoom you could get a real slope that sloped down to the floor.
Zdoom Slope (http://img213.imageshack.us/my.php?image=zdslope3tt.png)

Skirmisher
January 25th, 2006, 12:42 PM
Thanks,

I thought that original Doom episode "Knee Deep in the Dead" had a ramp in level 3. I went back to check and found that it was actually a multiple stairway.
I notice that the example ramps are very short and steep,can they be made to gradually ramp over a larger area,or is that asking to much?

Aliotroph?
January 25th, 2006, 12:57 PM
One guy in the Legacy forum posted a trick he thought would let you fake slopes. It involved abusing the same type of false-floor tricks you can use to fake 3D lighting, but on a mass scale. Not sure if anyone ever tried it, but it looked like it would only be useful for some decorative slopes if it worked at all.

Danimetal
January 25th, 2006, 01:26 PM
Was it Jetflock who posted it?. I personally see it more complicated to pull the trick than to implement real slopes in Legacy ;).

As for your question, Skirmisher, I think that slopes can extend for any lenght you want.

PumpkinSmasher
January 25th, 2006, 01:34 PM
This was posted by jetflock a while ago...akaik it has never been tested.
http://img522.imageshack.us/img522/5611/312093030920cv.jpg (http://imageshack.us)

AlysiumX
January 25th, 2006, 01:35 PM
Thanks,

I thought that original Doom episode "Knee Deep in the Dead" had a ramp in level 3. I went back to check and found that it was actually a multiple stairway.
I notice that the example ramps are very short and steep,can they be made to gradually ramp over a larger area,or is that asking to much?

Well depending on how far you stretch the sector they are in depends on the steepness really like :

A some what longer Doom Slope (http://img486.imageshack.us/my.php?image=doomslope28cx.png)

and

A some what longer Zdoom Slope (http://img396.imageshack.us/my.php?image=zdoomslope22yb.png)

You can also mess with the heights to get different slopes for intance these doom steps have a height difference of 2 between the next step, but you could very well do 3 or 4 if you wanted.

MR_ROCKET
January 28th, 2006, 06:31 PM
Here's a shot of the last bit of slopes I made in gzdoom. :)
http://img525.imageshack.us/img525/7523/example15xj.jpg

Has both zdoom based slopes and gzdoom 3dfloor-slopes which is based on zdoom and legacy types.

Other than using a sourceport for the needed data types to make the slopes, no standard Doom doesn't have it.
Only 1 unit tall steps would be your best bet for that, like AlysiumX's example. ;)

In any case,
For a zdoom slope use line type 181.
For gzdoom use type 160, or slope embedded thing type with z height.
For 3dfloor-slope use both 160 and 181 in a sorta a duel control sector thats grid aligned and tagged to the given target sector.

Aliotroph?
January 31st, 2006, 05:04 PM
On closer examination of jetflock's idea, it's completely useless. Legacy would render the sides of the stairs with a default texture in GL and would render them the same way as DooM in software -- which means it just doesn't draw a lower texture and you get HOM if you look straight at it. The only other case is that donut sectors get don't get drawn when the walls lack lower textures. All you get out of that though is the monsters out of floor/3D light hack.

I predict the side of those slopes would render HOM for the transparent bits of the texture. Jetflock didn't explain what dividing the stairs into a grid gets you.