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This thing I made.

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Kaysakado

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This is an invention I made, that let's you place scenery outside of the Thok Barrier. It works in both OGL and Software. Here's a screenshot:
http://kpenguin2000.googlepages.com/srb20004.jpg

Here's one of the downsides: It makes it really prominent that the level is floating in mid-air:
http://kpenguin2000.googlepages.com/srb20005.jpg

Here's another downside: A camera glitch.
http://kpenguin2000.googlepages.com/srb20006.jpg

And here's the link. You should be able to find out how they work by looking at the WAD:
http://kpenguin2000.googlepages.com/OutsideThokBarrier.wad

EDIT: Here's a stupid, little backstory about how I had the idea to make this.

One night, I had a dream, where I was playing SRB2 1.1. In THZ2, at the begining, the part with the conveyer belt, crushers, and lasers was replaced with a path to go outside. Outside, I saw a mountain outside the Thok Barrier. When I woke up, I decided that I would try to make scenery outside the Thok Barrier. And I succeeded!

Also, this allows you to go from this:
http://kpenguin2000.googlepages.com/srb20007.png
To this:
http://kpenguin2000.googlepages.com/srb20008.jpg
A.K.A. This allows you to see through Thok Barriers, so to speak.

EDIT2: Just so you know, it works on things too:
http://kpenguin2000.googlepages.com/srb20011.jpg
 
Kaysakado said:
OutsideThokBarrier.WAD

It says it's a WAD. Do you really need any more information than that?

The level is cramped and small, and has no exit. I am not impressed. On the upside, no real graphical glitches or AFALL. =P
 
Well, uh, sure.

At the moment, I can't say I have access to SRB2 or DB, so mind showing some DB screens? Perhaps even a linedef property of the decor?
 
Right now, I'm too lazy to get DB Screens, but I can tell you how to do it:

1. Make a thok barrier as you usually would, but instead having the ceiling the same as the floor height, have it the same as the sectors touching the Thok Barrier.

2. Make a sector big enough to enclose all of your outside-level scenery, and set it's floor as 0, it's ceiling the same as the ceiling you used in Step 1, and both flats as F_SKY1. (Unless you want them to be something else)

3. Make another sector around that, set both heights to 0, and both flats to F_SKY1 (Unless you want it to be like you're in a room, in which case, set them to anything else).

4. Make your scenery.

5. Put an invisible FOF on all three sectors you just made, having the floor be 0, and the ceiling be the same ceiling you used in Step 1.

6. Bask in your glory!
 
That's wonderful 'n' all, but this disappointed me on a lot of levels.

I mean, it's not even a thok barrier! It's just an invisble FOF. Good thinking, but don't call it a thok barrier.

Maybe you should call it something else. Create a name for it.
 
Wouldn't this make thok barriers completely useless? If you are lower than the thok barrier's ceiling and higher than its floor, you can just thok right through it..
 
Shuffle said:
Wouldn't this make thok barriers completely useless? If you are lower than the thok barrier's ceiling and higher than its floor, you can just thok right through it..

But what would happen if the barriers floor was higher than it's ceiling?

Nothing
 
Dash the Hedgehog said:
Shuffle said:
Wouldn't this make thok barriers completely useless? If you are lower than the thok barrier's ceiling and higher than its floor, you can just thok right through it..

But what would happen if the barriers floor was higher than it's ceiling?

Nothing
Technically, your level wouldn't run.
 
Also, you can have a higer floor than ceiling when you use that sector type that sets special stages.

Back on-topic: This works as a thok barrier. You can't thok through it. Try.
 
This effect is in fact quite simple to implement without an invisible FOF. I employed a similar idea in a past (unreleased) build of Block Fort which displayed water outside the barrier, as in Mario Kart 64 when you're high enough to see over the walls.

I've uploaded a quick and dirty map to demonstrate how I did this. http://tets.sepwich.com/srb2/barriertest.wad

The build process is similar to how Kaysakado did it, but without the use of an FOF stretching around the map, which would likely result in slowdown in larger levels. I simply drew the outside of the map first and then the thok barrier and finally the "level" inside the barrier. The barrier itself is made as normal, with the floor and ceiling heights the same. I did run across one issue, in that the walls outside the barrier would display an HOM effect, but that was easily worked around by drawing another barrier around the outside of the map.
 
In PrettySRB2, your character's shadow appears outside the level.


Furthermore, this is not a thok barrier at all. Knux can climb it.
 
To fix the Knuckles Climb glitch, the linedef that controls the Invisible FOF should have the "No Climb" flag.
 
Tets said:
This effect is in fact quite simple to implement without an invisible FOF. I employed a similar idea in a past (unreleased) build of Block Fort which displayed water outside the barrier, as in Mario Kart 64 when you're high enough to see over the walls.

I've uploaded a quick and dirty map to demonstrate how I did this. http://tets.sepwich.com/srb2/barriertest.wad

The build process is similar to how Kaysakado did it, but without the use of an FOF stretching around the map, which would likely result in slowdown in larger levels. I simply drew the outside of the map first and then the thok barrier and finally the "level" inside the barrier. The barrier itself is made as normal, with the floor and ceiling heights the same. I did run across one issue, in that the walls outside the barrier would display an HOM effect, but that was easily worked around by drawing another barrier around the outside of the map.

I still don't understand how you did it. And how does the order of how you make the sectors effet this? The order of the nodes or something?
 
I've done that too. I made an unreleased level called Forest High (School level) that used a multitude of thok-barriers for the forest and school. Same way as Tets, but some parts could only have one facing seen.
 
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