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How to make a Polyobject (WARNING IMAGE HEAVY)

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fickleheart

ms reflec beat stan
Ok, this probably isn't well-written, but I wanted to share the information I learned about these hoping it helps someone. This comes from about two hours of experimenting. If anything is broken or mis-typed, let me know.



How to make a basic Polyobject:

Open up a new map, and create your usual stuff. Place a Polyobject Spawn in the center of the map with an angle of 1. MAKE SURE the flag value is set to 0.

img1.png


Create a sector outside the map, about 192x192, and merge it with your middle sector.

img2.png


Create a sector inside that, about 128x128, and give it a floor height of 0 and a ceiling height of 128. Make sure the sidedefs are facing out. (Don't worry about flats, they don't display.)

img3.png


Look for the highest numbered linedef in that square, and give it Type 20, and Tag 1.

img4.png


Place a polyobject anchor in the midle of the sector. Again, flag value must be 0.

img5.png


Create another sector, floor height 1 (this should be equal to the polyobject number) and ceiling height 256.

img6.png


Pick a linedef on the sector, and give it a type of 22 and a tag of 1.

img7.png


Test the game, and you should see your polyobject!

img8.png




How to make it move horizontally:

Place a set of Zoom Tube Waypoints, angle ascending from 0, flag 0, height 64.

img9.png


Make a new sector, and set one linedef to "Linedef Exec Trigger - Level Load".

imgA.png


Set another linedef on that sector to "Linedef Exec - PolyObject: Follow Waypoints" with an X offset of 32, a Y offset of 0, tag 1, and effects 3, 4, and 6 checked.

imgB.png


Test, and your polyobject should be sliding back and forth! (You can use varying Z positions for the waypoints, and the polyobject should go up and down.)

imgC.png


You can also make it spin with the following changes:

-Don't place the waypoints.
-Set your Follow Waypoints linedef to PolyObject: Rotate Left/Right (Depending on which you like), X offset to the speed you want, and Y offset to 360.

Leave everything else the same.

imgD.png

imgE.png




Polyobject Notes:

The polyobject simply renders the side textures as though they were main textures on a linedef. Floors do not render.



Examples
 
yeah you an. i saw an example of it in ERZ@ but i cant make it work.
Why dont thefloors show up?
 
Wait...so polyobjects don't render the floor and ceiling? So you can't use them to make horizontally-moving platforms?
 
Now now, Polyobjects could be used for some out-of-bounds visuals. It has SOME potential, but not for actually constructing the level in MOST circumstances.
 
wait a minute. you can make Fans out of polyobjects and fofs! Study ERZ act 2 and you will see what i mean!
 
Yeah, and you could theoretically also use them to make a flag that waves back and forth a little.
 
That fan is a texture.
Edit: this post was made before seeing the fans in question at the start of ERZ 2.
 
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I think in ERZ1 there was a horizontally moving platform with a visible flat. *goes to check*
 
That isn't a polyobject, it's a zillion tiny FOFs that are on...what, continuous something or other...and they're all synced to disappear/reappear so they look like a polyobject. :D And you guys wonder why ERZ1 takes so long to load.
 
hey, let me make a question, How to do this?

Create a sector outside the map, about 192x192, and merge it with your middle sector.

wol_error.gif

img2.png

How to merge sectors in this case?(I already readed and understanded all srb2DB tutorials in the wiki)
 
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