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Forum

Slopes

Fri, 09 May 2003 06:07:46

Giomancer

First, let me say I've actually tried to solve this problem on my own; I do realize that I've been polluting the forums quite a bit. Alas, I seem to need help with this one.<br><br>To put it simply:
Fri, 09 May 2003 08:28:25

RambOrc

Don't feel bad about posting a lot in these forums - since you just post OT talk or bitching, it's certainly not pollution...  indeed it's nice to see some life on the forums lately once again. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br><br>As for slopes, are you talking about the version when you put a map object into a sector? It should have a Z value that's between the height of the 2 linedefs it is between (it has to be oriented the same way a monster is so the engine knows which way the slope goes). If you have e.g. 3 sectors besides each other in an outdoors scenery, all having the same ceiling height with a sky texture, and the leftmost sector has the floor height of 128 and the rightmost sector the floor height of 256 and you want to slope the middle sector between them, then put the mapspot into the middle of the sector, give it the Z value of 192 and make it either point into the direction of the lower sector (and then make the middle sector's floor height 256), or make the mapspot point into the direction of the higher sector (and then make the middle sector's floor height 128).<br><br>I'm not really sure I got it right - it was about a year ago last time I was doing any active sloping. Anyone spotting mistakes in my explanation, please correct.
Fri, 09 May 2003 10:08:54

Giomancer

Aha! Thank you for allowing me to tap into your genius. Your example was almost exactly right. The only error you made was in the direction the 1500 thing had to point in vs. sector floor height.  :)<br><br>Gio<br><br>NB: As I was typing this post, I had this incredible sense of deja vu. Weird.
Fri, 09 May 2003 13:33:34

Giomancer

OK. I made my little test slopes. That was good. Unfortunately, something strange is going on! I created all four slopes in the same manner, but only three turned out properly. Needless to say, I am very confused. It was easily fixed, but how about a little consistency here!  :P<br><br>As a side note, you should really see what happens when you merge sectors that are sloped in different directions. Talk about strange. For the record, one of the four turned out OK.<br><br>Gio
Fri, 09 May 2003 16:41:10

Janis Legzdinsh

RambOrc has a little mistake. The line isn't specified with orientation (it doesn't matter at all) but rather than with things TID and line's first special arg. z value of the sloping thing is height at this spot, sector's floor/ceiling height is heights at line vertices.
Fri, 09 May 2003 23:59:24

Giomancer

Well, why then did Ramborc's instructions work for me? I know I'm not imagining it.<br><br>{edit}<br><br>I figured it out! When I followed Ramborc's instructions, Vavoom was looking at the TiD of my slope objects, which was 0. And if all the TiDs in the sector match, it looks at the line with the lowest number! Ha! That's why I got three out of four to work. So, I'm good now; thanks Janis, you cleared things up considerably.<br><br>Gio<br>{/edit}
Sat, 10 May 2003 01:57:11

RambOrc

LOL I guessed I won't get it right... I wanted to get into Vavoom mapping for a year now, but couldn't because of Scattered Evil being delayed. <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Sat, 10 May 2003 05:58:57

moose

But soon it'll be out and you can start on some arena maps.
Sat, 10 May 2003 11:02:38

Giomancer

I don't think so; he still has to do 'The Serpent Power'. Luckily, he'll be able to make Vavoom maps at the same time, 'cause TSP is based on Vavoom.<br><br>Incidentally, moose, what do you mean by "arena" maps?<br><br>Gio
Sat, 10 May 2003 19:02:58

RambOrc

Arena is another upcoming Vavoom Hexen wad, like TSP (the first multi- the second single player). It hasn't yet been officially announced and won't be until after Scattered Evil's been released.
Sun, 11 May 2003 02:59:15

moose

I know that TSP is also based on Vavoom, I'm part of the Korax Heritage team.
Sun, 11 May 2003 04:05:43

Giomancer

Oh.<br><br>Sorry, I didn't know.  :-X<br><br>Gio
Sun, 11 May 2003 06:09:33

RambOrc

LOL this is one big mafia here... not only me and Moose but also Vavoom author Janis is part of the Korax' Heritage developer team. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 11 May 2003 08:10:10

Giomancer

Great. I'm surrounded! *whips out a couple of Morph Ovums*<br><br>So, anything else I should know about so I don't put my foot in my mouth again?<br><br><br>Also, to get this thread on topic, I have another slopey question, this time about the vertex height things. I tried to use some to make a pointy tip for a wooden post, and I got all sorts of strange things to happen. Does every sector adjoining the thing have to be triangular?<br><br>Gio
Sun, 11 May 2003 20:03:36

RambOrc

[quote author=Giomancer link=board=editing;num=1052424468;start=0#13 date=05/11/03 at 01:10:10]Great. I'm surrounded! *whips out a couple of Morph Ovums*<br><br>What you mean to say is that we're all chickens, huh?  >:(<br><br>(LOL j/k)<br><br>[quote author=Giomancer link=board=editing;num=1052424468;start=0#13 date=05/11/03 at 01:10:10]Also, to get this thread on topic, I have another slopey question, this time about the vertex height things. I tried to use some to make a pointy tip for a wooden post, and I got all sorts of strange things to happen. Does every sector adjoining the thing have to be triangular?<br><br>Though I don't know, I suppose from what Janis told me and what I know about 3D engines and rendering that indeed all adjoining sectors have to be triangles.
Mon, 12 May 2003 17:17:35

Janis Legzdinsh

Yep, all those sectors that you want to slope must be triangles, check out this screenshot.
Mon, 12 May 2003 18:02:00

Giomancer

What you mean to say is that we're all chickens, huh?
<br><br>No, I mean to say you are about to become chickens!  :o<br><br><br>OK, thanks for the help (again) folks! I was able to get my test "pointy-pillar" to work properly. I now have my own test wad running smoothly (with the exception of ACS scripting) and after I wake up tomorrow I'll be able to work on the documents once more.<br><br>Gio<br><br>PS: This forum has the best functionality of any other forum I frequent. Except for file uploads.  ;D
Mon, 12 May 2003 20:34:38

SlayeR

[quote author=Janis Legzdinsh link=board=editing;num=1052424468;start=15#15 date=05/12/03 at 10:17:35]Yep, all those sectors that you want to slope must be triangles, check out this screenshot.<br>Heh, in that screenshot I notice theres an FPS counter. How exactly do I go about turning it on?
Tue, 13 May 2003 16:20:09

Janis Legzdinsh

It's console variable draw_fps.
Tue, 14 Oct 2003 14:22:24

XDelusion

Someone think they could create a simle WAD with a simlpe sloped floor and a simple 3d bridge, and set me up with a link, I think I can learn better from an example.<br><br>Thankx! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 17 Oct 2003 02:08:39

Janis Legzdinsh

I created one, you can grab it here.
Fri, 17 Oct 2003 04:00:28

XDelusion

Thankx a lot, I'll be looking at this tonight! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 17 Oct 2003 07:52:33

XDelusion

This appears simple enough, but how do I set up DOOM Builder and DeepSea to edit for DOOM 2 maps under Vavoom, they both keep assuming that I am doing a Hexen map, and am working on ZDOOM.
Fri, 17 Oct 2003 17:13:41

Janis Legzdinsh

Yes, for Vavoom's extra features map must be in Hexen format similary to ZDoom, so ZDoom mode is the correct mode also for Vavoom.
Thu, 01 Jan 2004 07:08:20

RambOrc

I started working with slopes once again and it took me a frustrating half hour to find out that TiD is not thing ID but tag. I think people would be grateful for a detailed and easily understandable description of such new editing features.
Fri, 02 Jan 2004 13:09:32

Giomancer

Heh. I'd agree. Now that my computer is alive again, I can restart my work on the Vavoom docs. I also will need to find a good editor, one that's free this time. Possibly Doom Builder...<br><br>Gio
Fri, 02 Jan 2004 20:48:31

RambOrc

WadAuthor shareware is good for 30 days.
Fri, 27 Feb 2004 09:06:22

DarkRaven

or use serial key and Wadauthor work forever!
Wed, 10 Mar 2004 01:35:45

RambOrc

Yep, I've registered it myself, it was 10 or 20 bucks or so (don't remember any more), it's worth the price.
Sun, 04 Jul 2004 21:20:21

dochist

janis, can you upload that example wad again? i cant download it.<br><br>i cant make the slopes to work! <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --><br><br>i have the special ceiling slope thing set to 128 on Z and the ceiling height is 160. i placed the slope thing very close to the linedef (not placed over it) thats conected to the other sector and the slope thing is looking east.<br><br>[url:2cpziuab]http://www.geocities.com/hyrm827/02.htm<br><br>hope thats clear enough...<br><br>anyway. i cant seem to get it. all i get its a big slope that goes all the way to the floor. i saw on the demo wad that the slope had a 201 tag... do i have to use a tag for this? whaa?
Mon, 05 Jul 2004 19:15:37

Janis Legzdinsh

The slopes Z defines height of slope at that point, so if you have haight 160 at sloping line, 128 at sloping thing and you place it close to sloping line, you will get slope like this. Placing sloping thing where you want ceiling to have height of 128 will fix it.<br><br>As of tags you ned to set sloping things TID (or tag) to the same value as sloping lines first special's argument. If line does't have special, in WadAuthor you'll have to set it with Edit Raw Data option.
Tue, 06 Jul 2004 14:35:39

dochist

that was more clear. gonna try to do some slopes and see. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 30 Sep 2004 17:48:55

jaquboss

Vertex height is GREAT for land surface I will atach quickcly "redoned" , hexen first level with vavoom features It rox! but allow wad extension please!
Thu, 30 Sep 2004 18:48:33

RambOrc

Hey I'm very interested in that too!
Fri, 01 Oct 2004 14:40:49

jaquboss

no comment..
Fri, 01 Oct 2004 18:12:47

moose

[quote="RambOrc":2d9fnq51]Hey I'm very interested in that too! Heh heh <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: -->
Fri, 01 Oct 2004 18:25:55

RambOrc

It really makes the outdoors area feel a lot more real... say, wouldn't you be interested in joining up with the Korax' Heritage team? We need mappers like you right now to enhance the original Hexen maps. Drop by in the forums there for more info (don't mail me, I won't receive it).
Sat, 02 Oct 2004 00:17:04

CheapAlert

Shameless plug <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sat, 02 Oct 2004 17:09:28

jaquboss

[quote="RambOrc":3pncojq8]It really makes the outdoors area feel a lot more real... say, wouldn't you be interested in joining up with the Korax' Heritage team? We need mappers like you right now to enhance the original Hexen maps. Drop by in the forums there for more info (don't mail me, I won't receive it). Yea , but I don
Sat, 02 Oct 2004 18:30:30

RambOrc

Yes, I was talking to you - and I meant exactly that, we're currently revamping every single map of the original Hexen and Deathkings with Vavoom features for a not yet announced project, and it seems that's where you would be a good asset for our team. Just drop by at <!-- w --><a class="postlink" href="http://www.korax-heritage.com/forums/">http://www.korax-heritage.com/forums/</a><!-- w --> if you're interested.
Sat, 02 Oct 2004 18:57:04

jaquboss

Yeah , i
Sat, 02 Oct 2004 19:18:27

RambOrc

Waiting for you on the KH forums (or you can drop me a mail to "orc at orcishweb dot com").
Sat, 02 Oct 2004 19:20:30

jaquboss

There is broken database , so can
Sat, 02 Oct 2004 21:39:57

RambOrc

Sent you a reply mail already, hope now it works...

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