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Slopes (sample wad)

Sat, 10 Aug 2002 16:30:26

roy5050

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.
Sat, 10 Aug 2002 18:48:10

moose

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. :'(
Tue, 13 Aug 2002 03:34:08

Janis Legzdinsh

Doom2 and Heretic demo maps also have slopes.
Thu, 15 Aug 2002 14:15:29

JinnaiGuy

> I was going to write a tutorial for slopes after my one for water but couldn't really get the hang of slopes.
Thu, 15 Aug 2002 18:57:30

moose

I understand how slopes work now thanx.<br><br>Sorry I beat you to getting a water tutorial up. Have you seen it?
Thu, 15 Aug 2002 22:12:54

SlayeR

Hmm, that slopes method (the one in regular VaVoom) is kinda bad :/<br>How about adding the linedef slopes that ZDoom has? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> (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...
Thu, 15 Aug 2002 22:19:28

moose

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.
Thu, 15 Aug 2002 22:58:30

RambOrc

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).
Fri, 16 Aug 2002 02:54:21

Janis Legzdinsh

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.
Fri, 16 Aug 2002 03:02:29

moose

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.
Fri, 16 Aug 2002 05:16:25

RambOrc

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.
Fri, 16 Aug 2002 05:51:46

JinnaiGuy

OR you just be careful and try not to slope more then one way at a time <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sat, 17 Aug 2002 03:38:18

Janis Legzdinsh

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.
Wed, 21 Aug 2002 16:51:49

Janis Legzdinsh

Vertex heights in action:<br><br>[url:390ti323]http://www.vavoom-engine.com/images/shots/vertheights.jpg
Wed, 21 Aug 2002 19:22:44

RambOrc

Whoa, I guess the most beautiful about this one is that making the slopes on that shot took a minute or 2, right? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br><br>Am I right in guessing this new technology mostly solves the problem I had with the roofs back last year?
Thu, 22 Aug 2002 02:12:52

Janis Legzdinsh

Whoa, I guess the most beautiful about this one is that making the slopes on that shot took a minute or 2, right? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
<br>Yep, that was really fast and easy.<br><br>
Am I right in guessing this new technology mostly solves the problem I had with the roofs back last year?
<br>AFAIR - no, what you needed was a way to copy a slope. With this method you need to calculate z values of all vertexes. Copying also will be implemented in next version as whell as other ZDoom sloping things and sloping with line special.
Thu, 22 Aug 2002 04:03:05

RambOrc

Ah, that's another thing I need and already forgot... what I meant yesterday was something else, an easy way to put sloped roofs on houses that have many rooms (and thus a ton of sectors), where the original Vavoom method of calculating sectors would've been impossible, especially that it requires whole numbers (or however you say them in English).

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