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Doom Editing Digest Vol. 01 Nr. 406
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #406
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Tuesday, 12 September 1995 Volume 01 : Number 406
new technique for transparent doors - newdoor.zip [0/1]
new technique for transparent doors - newdoor.zip [1/1]
Re: new technique for transparent doors - newdoor.zip
----------------------------------------------------------------------
From: a13231@mindlink.bc.ca (drake o'brien)
Date: Mon, 11 Sep 95 03:49:16 PST
Subject: new technique for transparent doors - newdoor.zip [0/1]
BEGIN --- CUT HERE --- Cut Here --- cut here ---
Hello all,
I think quite a few of you will be interested in the tiny UUencoded zip I'm
sending (4.5K).
Whenever I've seen or made transparent doors there've been a few problems to
work around. The doors produce a HOM-like effect when seen from below, as
from steps leading up to them, and there's a flash of HOM-like effect as the
door rises past the line of vision. Also, when the traditional transparent
door is thick it looks odd when seen from below, when it rises. I've
produced a transparent door effect that totally eliminates all of these
problems. There's no HOM-like effect when seen from any angle, neither from
steps below or when it rises past the line of vision. When the door is very
thick it looks and acts more like a cage than a door since it'll close right
over the player.
It can only be produced using the built-in nodebuilders of WinDeu5.24 and
DMapEdit4.11.
NEWDOOR.WAD has two levels of the identical map built by:
MAP01 = DMapEdit4.11
MAP02 = WARM1.4
The first door you open is the way I make a 'traditional' transp door. In
MAP01 there's HOM in the doortrack when closed, in MAP02 there isn't. The
second door is my first work around for this problem I encountered with
making traditional transp doors using the DMapEdit nodebuilder. It works
well enough and is pretty much the same in both MAP01 and MAP02. The third
door is the new transparent door which, IMO, is perfect in MAP01. In MAP02
the third door is much like the others.
Bye now,
------------------------------
From: a13231@mindlink.bc.ca (drake o'brien)
Date: Mon, 11 Sep 95 03:49:16 PST
Subject: new technique for transparent doors - newdoor.zip [1/1]
BEGIN --- CUT HERE --- Cut Here --- cut here ---
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`
end
------------------------------
From: Ty Halderman <thldrmn@neosoft.com>
Date: Mon, 11 Sep 1995 15:58:19 -0500
Subject: Re: new technique for transparent doors - newdoor.zip
At 03:49 AM 9/11/95 PST, Drake O'Brien wrote:
>I've
>produced a transparent door effect that totally eliminates all of these
>problems. There's no HOM-like effect when seen from any angle, neither from
>steps below or when it rises past the line of vision. When the door is very
>thick it looks and acts more like a cage than a door since it'll close right
>over the player.
[snip]
>The third
>door is the new transparent door which, IMO, is perfect in MAP01. In MAP02
>the third door is much like the others.
I agree there's no HOM on the 3rd door. However, I found that when I looked
across the door at the far side linedef, I could still see all of it even
though it was supposed to be rising into the ceiling, as though the ceiling
was transparent between the door panels.
Since there is no bottom of this door, you also end up with zero-width bars,
mostly noticeable when you stand directly beneath them and face sideways
["don't do that"], and as you point out, you can get trapped between the
cage bars since only the right side of the linedef can trigger the door.
That could be handled by a switch between panels.
Now, I'm not saying it's a bad thing (except maybe the far-side ceiling
problem). A door sufficiently thin would probably work well, and you do get
rid of the HOM which is what looks so bad in these transparent doors. I
didn't experiment with it, but perhaps having the MIDBARS on both sides of
the line is part of the ceiling problem, since the near side looked fine. A
thin door might be OK with the far side having no normal texture.
Good work, in any case (not that I know of an editor check that'll put up
with it).
------------------------------
End of doom-editing-digest V1 #406
**********************************