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/vr/ - Retro Games


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File: 451 KB, 1296x980, Invisable3dSlopes.png [View same] [iqdb] [saucenao] [google]
1016447 No.1016447 [Reply] [Original]

Ok /vr/ you guys seem to know a lot about Doom. I just started to learn how to make wads for Doom. I can't make 3D slopes right. When ever I make them they're invisible. I can walk on and under them, I can even see the shadow I made for them. What am I doing wrong? I just know it's something stupid, like I didn't check a box or something. I'm using Doom Builder 2 (the newest version on their site 2.1.2.1553) and I'm testing it in Zandronum (also the newest version). The map's configuration is ZDoom (Doom in Hexen format).

>> No.1016463

did you try flipping the linedef with the slope effect?

>> No.1016491

>>1016463
No, how do I do that?

>> No.1016572

Are you using the software renderer? While it recently got support for flat 3D floors, it still can't render 3D slopes.

>> No.1016580
File: 180 KB, 1098x724, Invisable3dSlopes2.png [View same] [iqdb] [saucenao] [google]
1016580

Bumping with a pic

>> No.1016595

>>1016572
What are you talking about? What do you mean by renderer? This only my third day of using Doom Builder so be gentle. Are you asking what I made this in? I made it with Doom Builder 2. Are you asking what I tested this with? I played it with Zandronum. Are you asking what configuration I'm used? I used ZDoom (Doom in Hexen format). I also tried using the Skulltag (Doom in Hexen format) configuration, same problem.

>> No.1016610

>>1016595
No, renderer. Zandronum (and the source port it's a fork of, GZDoom) have two renderers: one is software, which is more or less Doom's original renderer with some extra features like flat 3D floors. Then there's the OpenGL renderer, which has such features as being able to look straight up and down, dynamic lights, and sloped 3D floors. You can check which one Zandronum is configured to use in Options -> Set Video Mode -> Renderer, by typing "vid_renderer" in the console (a response of "false" means you're using software, "true" means OpenGL), or by just trying to look straight up in-game. If you can't do that, you're in software. If you're in software, you can either change it in Set Video Mode or by typing vid_renderer 1 in the console. You'll have to restart Zandronum for the change to occur.

>> No.1016623

That looks like Goldeneyes Complex level in mutliplayer.

>> No.1016653
File: 182 KB, 640x482, 3dSlopes.png [View same] [iqdb] [saucenao] [google]
1016653

>>1016610
Thank you Anon, I'd never figure that out on my own.

>> No.1016963

>>1016653
>floors above floors
THE DOOM ENGINE WAS NOT MEANT FOR THIS

>> No.1017007
File: 1.58 MB, 1366x768, Screenshot_Doom_20130824_080112.png [View same] [iqdb] [saucenao] [google]
1017007

>>1016963
There are many things the Doom engine wasn't meant for, anon.

>> No.1017029

>>1016447

Youtube is your friend for Doom Builder 2 tutorials.

>> No.1017035
File: 529 KB, 640x480, Screenshot_Doom_20130824_133522.png [View same] [iqdb] [saucenao] [google]
1017035

>>1016963

FUCK YOU, SLOPES ARE COOL.

>> No.1017084

>>1016963
The Hexen engine could do pseudo-3D floors, so I believe that feature was backported into Doom when people started making sourceports for it.

>> No.1017387

>>1017007
That attack looks like the Octobrain attack.

>> No.1017404

>>1016653
>>1017035
>STARTAN
>Some custom rock texture on fucking everything
Stop fucking making everything the same damn color dammit it looks like shit

>> No.1017406

>>1017404
those are DB2's default textures, anon.

>> No.1017550
File: 400 KB, 488x519, 1364758571650.gif [View same] [iqdb] [saucenao] [google]
1017550

>>1017406
That's no excuse for not changing them.

>> No.1017552

>>1017550
Many mappers do the layout first, and only start texturing once they're done.

>> No.1017558

>>1017552
I have a hard time making layouts of maps while sitting in front of the computer. I usually draw layouts on paper first.

>> No.1017602

>>1017552

This.

It's also best to get the general layout of the level done first and then move on to finer details, otherwise it will take forever and you'll never get anything done.

>> No.1017605

As pertains floor textures, John Romero said that he always changed it when the floor changed height to give maps variation.