Slopes (sample wad)

Talk about editing and creation of Vavoom mods

Slopes (sample wad)

Postby roy5050 » 10 Aug 2002 16:30

Does anyone know of a sample/tutorial wad showing sloping in action?<br><br>If you have one, or know where I can find one please contact Mike.
User avatar
roy5050
 
Posts: 105
Joined: 13 Jul 2002 18:17

Re: Slopes (sample wad)

Postby moose » 10 Aug 2002 18:48

HXDemo.wad has slopes and water in it. Download from the vavoom site.<br><br>I was going to write a tutorial for slopes after my one for water but couldn't really get the hang of slopes. :'(
User avatar
moose
 
Posts: 111
Joined: 22 Apr 2002 04:25
Location: England

Re: Slopes (sample wad)

Postby Janis Legzdinsh » 13 Aug 2002 03:34

Doom2 and Heretic demo maps also have slopes.
User avatar
Janis Legzdinsh
Site Admin
 
Posts: 1952
Joined: 13 Jan 2002 08:30
Location: Limassol, Cyprus

Re: Slopes (sample wad)

Postby JinnaiGuy » 15 Aug 2002 14:15

> I was going to write a tutorial for slopes after my one for water but couldn't really get the hang of slopes.
User avatar
JinnaiGuy
 
Posts: 67
Joined: 14 Jul 2002 03:59
Location: Pittsburgh, PA, USA

Re: Slopes (sample wad)

Postby moose » 15 Aug 2002 18:57

I understand how slopes work now thanx.<br><br>Sorry I beat you to getting a water tutorial up. Have you seen it?
User avatar
moose
 
Posts: 111
Joined: 22 Apr 2002 04:25
Location: England

Re: Slopes (sample wad)

Postby SlayeR » 15 Aug 2002 22:12

Hmm, that slopes method (the one in regular VaVoom) is kinda bad :/<br>How about adding the linedef slopes that ZDoom has? ;) (the ones that dont need a thing to be placed to work)<br><br>One thing I've always thought would be cool (but quite hard to add in, and editors would also have ot be modified), is the ability to define a single vertice's height. This way, you could slope floors in the exact way you'd like...
User avatar
SlayeR
 
Posts: 59
Joined: 15 Jan 2002 14:24
Location: Adelaide, South Australia

Re: Slopes (sample wad)

Postby moose » 15 Aug 2002 22:19

One thing I've always thought would be cool (but quite hard to add in, and editors would also have ot be modified), is the ability to define a single vertice's height. This way, you could slope floors in the exact way you'd like...
<br><br>You mean like what you get for proper 3D game editors like UnrealEd. If so I think its a good idea but hard (and I think someones said it befor) it would make mapping alot easyer for vavoom.
User avatar
moose
 
Posts: 111
Joined: 22 Apr 2002 04:25
Location: England

Re: Slopes (sample wad)

Postby RambOrc » 15 Aug 2002 22:58

Yes, YES... being able to set the height of vertices (I guess they're the same as vertexes, or?) would be a real great help for creating complex outdoor sceneries. I once built a small hill... the first 2 slopes about 90 degrees to each other were easy, but putting the corner piece between them took me maybe an hour or more and in the end I was very pleased when it aligned perfectly at least to one of the sides (and was not good on the other side).
User avatar
RambOrc
 
Posts: 297
Joined: 13 Jan 2002 11:16

Re: Slopes (sample wad)

Postby Janis Legzdinsh » 16 Aug 2002 02:54

A ZDoom style sloping shouldn't be hard to implement. In lots of cases it's easier to use, and use sloping with things where it can't be done with lines.<br><br>Vertex heights is OK if all sectors sloped are triangles, but for other shapes you would have to do a lots of calculations in order to make them coplanar.
User avatar
Janis Legzdinsh
Site Admin
 
Posts: 1952
Joined: 13 Jan 2002 08:30
Location: Limassol, Cyprus

Re: Slopes (sample wad)

Postby moose » 16 Aug 2002 03:02

for natural landscapes I always use triangles so it shouldn't be to hard from me but useing things is hard to get it looking good.
User avatar
moose
 
Posts: 111
Joined: 22 Apr 2002 04:25
Location: England

Re: Slopes (sample wad)

Postby RambOrc » 16 Aug 2002 05:16

Hey I'm ready to use triangle sectors any time if I can set vertex heights.  ;D<br><br>BTW if you implement all 3 methods in the end, I guess there'll have to be a priority list for the engine to know which method overrides which one if more than one present.
User avatar
RambOrc
 
Posts: 297
Joined: 13 Jan 2002 11:16

Re: Slopes (sample wad)

Postby JinnaiGuy » 16 Aug 2002 05:51

OR you just be careful and try not to slope more then one way at a time :P
User avatar
JinnaiGuy
 
Posts: 67
Joined: 14 Jul 2002 03:59
Location: Pittsburgh, PA, USA

Re: Slopes (sample wad)

Postby Janis Legzdinsh » 17 Aug 2002 03:38

Hey, the vertex height idea is possible - by adding another 2 thing types (one for floor and one for ceiling) that, placed on a vertex, defines it's height.
User avatar
Janis Legzdinsh
Site Admin
 
Posts: 1952
Joined: 13 Jan 2002 08:30
Location: Limassol, Cyprus

Re: Slopes (sample wad)

Postby Janis Legzdinsh » 21 Aug 2002 16:51

User avatar
Janis Legzdinsh
Site Admin
 
Posts: 1952
Joined: 13 Jan 2002 08:30
Location: Limassol, Cyprus

Re: Slopes (sample wad)

Postby RambOrc » 21 Aug 2002 19:22

Whoa, I guess the most beautiful about this one is that making the slopes on that shot took a minute or 2, right? :)<br><br>Am I right in guessing this new technology mostly solves the problem I had with the roofs back last year?
User avatar
RambOrc
 
Posts: 297
Joined: 13 Jan 2002 11:16

Next

Return to Editing

Who is online

Users browsing this forum: Google [Bot] and 1 guest

cron