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Moving vehicles?

Sat, 26 Jul 2003 20:05:40

RambOrc

Is it possible to make one in Vavoom?
Sat, 26 Jul 2003 23:02:16

SlayeR

Might be possible via some combination of polyobjects and 3d floors?
Mon, 28 Jul 2003 17:23:42

Janis Legzdinsh

They could be done by using 3D models.
Mon, 28 Jul 2003 23:07:17

RambOrc

OK to specify things, I'd want a boat in which the player can stand. To create the boat as sectors would be easy, and that would also take care of clipping. 3D models would make the stuff immensely more difficult (though that'd be fine for a vehicle you can't mount). So to modify my question, is it possible to create horizontally moving sectors and even better, horizontally moving 3D floors? I don't say I must have it, I just want to know whether support for this is already implemented so that I know whether I should plan such a feature into a map of mine or not.
Tue, 29 Jul 2003 16:28:37

Janis Legzdinsh

No, floors can't move horisontally (BSP limitation).
Wed, 30 Jul 2003 07:42:59

RambOrc

A pity... I wanted to make a boat that floats down the river at the beginning of my Hell's Surface episode (I'll start workin on a Vavoom-only version of it later this year).<br><br>Oh yes regarding BSP, I think I read once that Vavoom can run Quake I BSP maps too (or at least after an automatic conversion), how much of it is reality, i.e. is it possible to take a Hexen II map and use it in Vavoom for a Hexen mod?
Wed, 30 Jul 2003 16:54:34

Janis Legzdinsh

No, Vavoom can't run Quake maps.
Wed, 30 Jul 2003 20:13:47

RambOrc

Is there any way to convert a Hexen II map for Vavoom or has it to be rebuilt from scratch?
Thu, 31 Jul 2003 16:49:53

Janis Legzdinsh

AFAIK there's no way to convert Hexen II maps to Vavoom and rebuilding from scratch is the only way.
Fri, 17 Oct 2003 07:23:42

XDelusion

I have not worked with PolyObjects yet, can't those be walked on?
Fri, 17 Oct 2003 17:06:36

Janis Legzdinsh

No. You should get Hexen and see how they work.
Thu, 13 Apr 2006 23:24:44

Mago KH

Well, I must admit Im confused. I've read about polyobjects on the feature request forum and found out they cant be walked upon. I also read somewhere that 3d floors can be moved. S my question is: Do 3D floors, unlike normal sectors, move horizontally? If so, how? By following mapspots? Is there a sector special to do this? Sorry, just trying to know where I am...
Fri, 14 Apr 2006 10:26:10

Crimson Wizard

It was me or Firebrand who requested horizontally moving 3dfloors. But I s'ppose it is impossible, at least with current Vavoom engine. 3dfloors can move only up&down using Raise / LowerFloorAndCeiling actions. Polyobject cannot be walked upon. It can be made half-invisible (from above), as I wrote here: <!-- m --><a class="postlink" href="http://vavoom-engine.com/forums/viewtopic.php?p=3184#3184">http://vavoom-engine.com/forums/viewtop ... =3184#3184</a><!-- m -->
Ok, I now know how to create a simulation of 3d platform that stands on floor (and which cannot be walked above, a pity... ). 1) Create a normal poly, just as you always do. 2) create in your map a subsector for that poly. 3) make that subsector 3dfloor, just always. Its lower surface (actually a ceiling) will "cut" the poly's upper partition. You may make it absolutely thin (a 1 pt of height maybe). 4) make the sector with 3dfloor linedef (sector which defines 3floor properties) absolutely invisible - remove all wall textures and floor textures as well (write "-" symbol in all textures). 5) Result: you receive a block, that stands on floor but do not touch ceiling (of height you choose). You can use it as all other polys. The only bad thing is that you cannot jump on it since it has invisible, but solid walls stretching up to ceiling.
But I came to thought, that is it not a normal possibility, since it depended on engine's version.
Fri, 14 Apr 2006 20:56:41

Firebrand

I remember that some time ago I even created a demo map to try to make horizontally moving polys, unfortunately, it seems it's impossible with the Doom engine <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->, because of the way the polyobjects are built, it's impossible to make them in an "extra floor" fashion like platforms, it seems that there's no way polyobjects can be bult as double sided lines, which is why the polyobjects can't be properly transfered to a 3d floor. And what Crimson Wizard writes here, it's totally true, you can make 3d platforms (which are already used in some KA maps BTW <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->). The build engine allows to make horizontal moving structures AFAIK, but the way things are built on it is totally different from the Doom engine, so unless someone is willing to totally modify this system it's very unprobable to have this kind of things built on the Doom engine <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> .
Sat, 15 Apr 2006 03:40:12

Mago KH

But I thought 3D floors were part of the true 3d engine Vavoom applied to Doom engine, if 3d models (md2) can move as Janis suggested, why cant 3D Floors move horizontally also. Having no way to create moving 3d floors (horizontally) are indeed a very limiting feature since all kinds of transportation wont be able to be explored in a game such as TSP - ships, boats, horses, etc.
Sat, 15 Apr 2006 16:06:53

Janis Legzdinsh

3D floors are part of the world, while 3d objects are just another visual presentation of the objects (it just replaces sprite).

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