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[No] ...bridges

Fri, 18 Jan 2002 08:38:49

RambOrc

It's rather late in the night and my mind doesn't work right so I can't think of the word I mean... it's a thingie on medieval castles, it's a gate and if you open it it lowers and it's a bridge over the moat. Anyway, I guess it'd need the ability to move and/or rotate 3D floors, is it in the realm of possible features or should I forget about it at all and use MD2 models for this purpose?
Fri, 18 Jan 2002 19:35:46

RambOrc

OK it's morning again and thus I know the word again, it's drawbridge. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br><br>Anyway, the idea behind using sectors is that I could have any length/width/height and any textures for a drawbridge, independent of other drawbridges. Also, I don't think Vavoom yet supports rotating of 3D models, right?
Fri, 18 Jan 2002 19:42:20

SlayeR

Well, since Vavoom is a very different engine to the original doom, it may be possible, but most likely you will have to use an md2 and some scripts to do that effect...
Sat, 19 Jan 2002 00:06:20

EvilOne

Technically Vavoom represents floor/ceiling slope with normal vectors, and when level is loaded normals are calculated (world.c, MakeFloorSlope() and MakeCeilingSlope()), and passed to the engine using SendFloorSlope()/SendCeilingSlope(). I wonder what happens if I call these functions while level is running?
Sat, 19 Jan 2002 04:24:06

Janis Legzdinsh

Well, this can be done with md2 models. The md2 models can be rotated in any way you like.<br><br>SendFloorSlope()/SendCeilingSlope() writes into sv_signon message and must be performed only while loading level. Writing later will have no effect for current clients and in worst case can cause sv_signon to overflow.
Sat, 19 Jan 2002 07:00:03

EvilOne

Okay, so it was a bad idea =)

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