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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: can You make transitions between maps with a trigger?
DarkCyder
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Since: Feb 13, 2007
Posts: 115
Last: Oct 15, 2014
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Im a fan of MODSonair
Category: DOOM III Mapping
Posted: Tuesday, Nov. 17, 2009 09:03 pm
I've decided to link my levels with "Stargate" like portals.
with triggers in front of them. They work great for warping around
a map. but I want to link the other maps the same way. Can it be done???
Thanks.
Ps. can a camera's view be used as a texture?
was thinking about using them to make the view thu the portal
look like the place your warping to, not just the skybox?
maybe a skybox of screenshots of the areas might work...

Any suggestions are most welcome.

Spyder
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foyleman
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Category: DOOM III Mapping
Posted: Tuesday, Nov. 17, 2009 09:19 pm
hmmm. I remember how Valve was so proud of being able to do this in Half-Life 2 and that was after this game came out.

I think you can render to a GUI which would hopefully do the same thing for you. As for how, I just can't remember anymore.
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DarkCyder
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Since: Feb 13, 2007
Posts: 115
Last: Oct 15, 2014
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Level 4
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Category: DOOM III Mapping
Posted: Wednesday, Nov. 18, 2009 08:30 pm
attachment: image(509.6Kb) image(240.7Kb) image(249.7Kb)
That's what I thought. I already using the "hidden" gui so the portal is clickable. it's getting it to load a new map, that is the
hard part. going to have to find the part of the transition guis that
opens the new map, and add it to my "warp" gui. (the hidden gui tweeked to fire more than once)
or plan b is make a damn entity ."trigger_transition" or something like that. Grrrrr

Anyhow.
heres a few pics of stuff so far
Pic #1 The Shrine of the Kuo-Toa (From Decent into the Depths D1 & D2)
Pic #2 Loth's Spider Ship (From Queen of the Demonweb Pits Q1)
Pic #3 The DemonWeb (Same as above)

Had to make a custom texture for the ship & web.
It's a metal texture, with another texture's specular map moving behind it. adds a weird effect to the whole thing


Spyder

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DarkCyder
General Member
Since: Feb 13, 2007
Posts: 115
Last: Oct 15, 2014
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Level 4
Im a fan of MODSonair
Category: DOOM III Mapping
Posted: Thursday, Nov. 19, 2009 07:22 pm
attachment: image(225.7Kb) image(374.1Kb) image(358.5Kb)
Found the entity I needed.
A Target_Level_End was the right one.
Tho it doesn't have the "landmark" feature
like HL2, it works good for Me.
I just have to make a few versions of the
Demonweb. (one for each return point)
I'm going to use the demonweb as the "Hub"
of the game. and have all the levels off of it.
It's not the way it is in the modules, but is a way
to tie them all together.

Anyway, still try'n to make the portals look right with the stills of
where ya start. might just have to make a damn skybox of it. Grrr.

Ok. back to the grind.
Thanks

Spyder

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DarkCyder
General Member
Since: Feb 13, 2007
Posts: 115
Last: Oct 15, 2014
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Level 4
Im a fan of MODSonair
Category: DOOM III Mapping
Posted: Thursday, Apr. 22, 2010 04:36 pm
A lil update...
I switched My maps to "The Dark Mod"
because it has most of the changes to
the game, that I was trying to do. (ie a sword,
rotating doors w/ handles, and it has close to a DnD
feel to it) plus darkradiant is much smoother of an editor
than DoomEdit. tho theres no render mode in editor. so
I had to make the _ed.tga ofMy map templates a lot
bigger than 256. 1920 works well for Me.

anyway wanted to show Ya a vid of one of the missions.

heres the link.
http://www.youtube.com/watch?v=wnk97smIB1c

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