Difference between revisions of "Making an invisible floor"

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(Rip off the Deep Water article :P)
 
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* Trace two sectors of different size. They must not connected. The larger one will be defined as the '''pit''', and the other will be the '''bridge'''.
 
* Trace two sectors of different size. They must not connected. The larger one will be defined as the '''pit''', and the other will be the '''bridge'''.
 
* Define the values for them. It could be required to put the same light level and texture on both.
 
* Define the values for them. It could be required to put the same light level and texture on both.
* Move the ''pit'' sector over the ''bridge''. The ''pit'' has to contain completely the ''pit'' sector and their lines cannot touch.  
+
* Move the ''pit'' sector over the ''bridge''. The ''pit'' must contain completely the ''bridge' and their lines cannot touch.  
  
 
Trick completed. You can edit both sectors as long as their lines do not contact.
 
Trick completed. You can edit both sectors as long as their lines do not contact.

Revision as of 10:17, 29 June 2005

Invisible floors is an effect that allows a level designer to put invisible solid sectors on a pit in which the player can walk, simulating flying or walking on mid-air.

Implementation

There are several methods to obtain this effect. The following is included in Bug's Revolutionary Techniques for Doom and Doom II v2.3 guide. Notice that this trick could not work in some source ports like EDGE, as the trick is not standard.

Steps:

  • Trace two sectors of different size. They must not connected. The larger one will be defined as the pit, and the other will be the bridge.
  • Define the values for them. It could be required to put the same light level and texture on both.
  • Move the pit sector over the bridge. The pit must contain completely the bridge' and their lines cannot touch.

Trick completed. You can edit both sectors as long as their lines do not contact.

Limitations