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Re: DOOM map conversions?

Posted: Sat Jun 27, 2026 9:16 pm
by Man_With_No_Body
Attach test map with multiple customised actors.
Note: This test map requires “SBBeepTriggerV4”.
MH-doom_switch_end_key.7z
(90.29 KiB) Downloaded 4 times

1/ If you need invisible MonsterEnd for Barbie´s servers.
(note: If bHidden=True, then MapPatcher will fix it on fly and will set bHidden=False!)

a) Not visible “MonsterEnd0”
DrawType=DT_None

b) and rotating mover as a guidance for player where is located invisible MHEND.
RotatingMover1
Tag="mvr_end"
Texture=Doom2tex/GATE3


2/ Doom switcher:
Mover19 (from MH-Geryon-test4) has front face textured by ”dMonitor901”
Bounce the Mover19 and you will see how the front texture will change from “switch OFF” to “switch ON”

For more intel check actor “TriggeredTexture1”
DestinationTexture=ScriptedTexture'MyLevel.Button.dMonitor901'
Textures(0)=Texture'MyLevel.Button.switchoff'
Textures(1)=Texture'MyLevel.Button.switchon'

3/ If you want to use more “TriggeredTextures”.

There is collection of actors with tags, Group="D_monitor":
Tag="TRGTXTR_dMonitor902" and bTriggerOnceOnly=True
Tag="TRGTXTR_dMonitor903" and bTriggerOnceOnly=True

These actors could be bounced repeatedly:
Tag="TRGTXTR_dMonitor904" and bTriggerOnceOnly=False
Tag="TRGTXTR_dMonitor905" and bTriggerOnceOnly=False
Tag="TRGTXTR_dMonitor906" and bTriggerOnceOnly=False


4/ All custom textures = = => Textures/MyLevel


5/ Rotating “IdBase Silver Key”
This is Quake key but you can switch texture for other.
Bounce the key (Mover24) to see how it works.
screenshot.jpg
screenshot.jpg (9.47 KiB) Viewed 3508 times

Re: DOOM map conversions?

Posted: Sun Jun 28, 2026 4:50 am
by Aphex
Thanks NBD!
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pm1/ Any decoration could be source of the light.
These lights become detached from lightmap, so there are things like missing shadows and going beyond surrounding brush. Especially it's noticeable for flicker/strobe lights. So, those ones I'd rather keep as they are.
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmAny idea why we need teleporters with such tall collision cylinders partially sunken in the brush? (recent values CollisionHeight=192.000000)
It's required for teleporters to work even if a pawn is above the ground (like in DOOM, where it was a "linedef action"; linedef is basically a sheet of infinite height), and suitable for teleporters which look like set of 2 platforms, on both floor and ceiling, where player expects them to work this way.
But when teleporter looks like a single small platform on the floor, it can work. I did same on Catwalk, first area with door puzzle.
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmA custom screenshot would be nice.
I think, the current graphic kind of gives the idea of the level. But yes, perhaps in future editions I might add.
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmIf collision cylinder partially in the ground then you know what to do…. (push it UP)
But it's strange, there is about "0.5 cm" gap underneath it. I checked by flying the camera and there was some space. Not enough? Fixed that anyway
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmUnless it is absolutely necessary, try to avoid this setting “MoverEncroachType = ME_ReturnWhenEncroach or ME_StopWhenEncroach” for Movers with ”bTriggerOnceOnly”.
These were mostly generic "Open-wait-close" doors where "Trigger once only" was added afterwards. Added "Crush..." for some though.
Man_With_No_Body wrote: Sat Jun 27, 2026 1:51 pmFor more intel check actor “TriggeredTexture1”
I'll take a look at these, thanks! If implemented properly, should be just like in DOOM (currently QUAKEII style).

I hope the attached is the last version for now, which can be published on both Test and regular servers. No Paths, but plays fine without them.
If all's good, please upload as "r1(SB)" since it still contains some specific workarounds by Barbie as well.