![]() |
![]() |
![]() |
![]() |
July 6th, 2005, 09:01 PM
|
#41 |
|
Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
|
Nice tips there... I will try to implement those in my project.
Woot! Finally my constant demands for this to be a sticky have been met!
|
|
|
July 7th, 2005, 06:24 AM
|
#42 | |
|
Join Date: May 2003
Location: HTML Hole
Posts: 5,063
|
Well I guess its my turn to post a tutorial. I hope I explain it well.
Quote:
|
|
|
|
July 7th, 2005, 02:38 PM
|
#43 |
|
Guest
Posts: n/a
|
thats a cool trick, hadn't seen it before.
|
|
July 7th, 2005, 05:18 PM
|
#44 |
|
Join Date: May 2003
Location: HTML Hole
Posts: 5,063
|
I used it in one of my NDCP maps.
|
|
|
July 8th, 2005, 05:20 AM
|
#45 |
|
Join Date: Mar 2004
Location: Australia
Posts: 665
|
Maybe intentional but your download example wad has errors. Linedef 28 has a missing upper texture and the textures on linedef 26 should be deleted. Fixing said errors gives windows of differing heights. Yes, still a very nice effect .
|
|
|
July 8th, 2005, 11:51 PM
|
#46 |
|
Commander Keen
Join Date: Aug 2004
Posts: 550
|
Yeah, I like that trick PS posted a lot.
I remember the first time I saw it in CC2 map29 (I believe), the first thing I did after playing it was load up DB and figure out how the heck Boris did that. Well, that and those spinning ceiling fans. Last edited by Nuxius; July 9th, 2005 at 12:05 AM. |
|
|
July 9th, 2005, 03:37 AM
|
#47 |
|
Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
|
The spinning ceiling fans were quite cool!!. They wouldn´t work in Legacy though
. I remember I scripted some of them after seeing them in RTC. Also experimented with some texture stuff that could be done to simulate them, but never got any Vanilla Doom trick to work.Maybe this could be another tutorial. |
|
|
July 9th, 2005, 07:35 AM
|
#48 |
|
Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
|
I'm not sure it would work, because something tells me it would be some sort of polyobject rotate trick. Although it would make a good ZDoom tut.
|
|
|
July 9th, 2005, 09:29 AM
|
#49 |
|
Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
|
Nah, not polyobjects. Those have only sides, no actual floor or ceiling. What I think I saw (or at least, what I did in Legacy) was to split a circular sector in several "Blade parts" and then make their ceilings move up or down correlatively, simulating movement.
I scripted them with a single loop and they worked. Boom extensions also allow for the trick quite "easily" with the generalized stuff, you only need something to activate the triggers and that´s a vodoo doll .In Vanilla...I´m not sure there´s a similar way to make them work. Also, you can make an animated texture with several frames, for example, 20. Only four of those would show a texture simulating the fan (as happens with 3d beams). Apply the texture correctly and get it to work (supposing they animate when you select other frame than the first :P). Otherwise, stick to animated flats :P. Anyone willing to write a small tutorial on 3d appearances with beams and such?. |
|
|
July 9th, 2005, 10:39 AM
|
#50 |
|
Guest
Posts: n/a
|
it was a boom style trick that lowered and changed the cielings really fast.
|
|
July 9th, 2005, 05:06 PM
|
#51 |
|
Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
|
Yup, it was. But needed someone to trigger the line. Vodoo dolls for president!.
|
|
|
July 9th, 2005, 06:38 PM
|
#52 |
|
Guest
Posts: n/a
|
lmao, hell yes.
|
|
July 13th, 2005, 07:31 AM
|
#54 |
|
Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
|
Why'd you get a new account? Just tired of the old one?
|
|
|
July 13th, 2005, 10:55 AM
|
#55 |
|
Join Date: May 2003
Location: HTML Hole
Posts: 5,063
|
MAn, now i've got to start typing acyclictor everytime i want to refer to you. MoP was so much easier.
So have we run out of editing tricks already? |
|
|
July 13th, 2005, 11:45 AM
|
#56 |
|
Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
|
Well, I thought of one about a week ago, but I figured
a) It can get unreliable if you have a lack of 3D floors and/or slopes b) You can do the same thing by making a custom texture. The idea was to make a "drawing" on any doom texture by making sectors of various height that go inward into the texture, and then making the light level of those sectors 0. But like I said, the detail is limited and you could easily draw it onto a texture using WinTex, etc. Oh well.
|
|
|
July 13th, 2005, 01:20 PM
|
#57 | ||
|
Join Date: Jul 2005
Location: Hyboria!
Posts: 1,593
|
Quote:
Quote:
anyway, i've been thinking of one but its so miniscule i don't know if i even want to. anybody who plays Alien Vendeta for a little bit will see how to do it.
__________________
see you in The Abyss |
||
|
|
July 13th, 2005, 05:26 PM
|
#58 |
|
Join Date: Sep 2002
Location: British Columbia
Posts: 2,415
|
You know, you might just ask one of the mods to ask pheobus to change your name for you, so you can keep your old postcount, etc.
|
|
|
July 13th, 2005, 06:34 PM
|
#60 |
|
Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
|
Never underestimate the power of the almighty admins!
![]() As for your "Alien Vendetta" trick, I wouldn't mind seeing it. After all, this is a thread for tricks, and we've had a slight lack of them as of late. |
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| jDOOM and Legacy... | General_Doom | Doom Legacy | 167 | November 15th, 2007 10:04 PM |
| Doom Editing Resource Guide | Doom_Dude | Editing | 33 | June 17th, 2007 08:09 AM |
| January 2004 Feature Request Thread | Rellik_jmd | Doom Legacy | 230 | July 10th, 2005 04:54 PM |
| Reposted - idea for team-based monster match. | Pxtl | Doom Legacy | 6 | April 12th, 2004 03:17 PM |
| There should be a DooM editing tutorials site here at New DooM. | Boingo the Clown | DOOM Series | 1 | January 6th, 2001 06:52 PM |