Raw model (for completeness)
{
"meta": {
"id": "07e8ce6d-041a-4c59-b738-4e48c168e39d",
"sha1": "2cfd9c33262cac9bba0d39738f19afcbb94a5f1c",
"sha256": "ae08bb938c6f79e21639d073f7ffc1506effd0f58a8061a996816d67539d74c7",
"title": "Floor Demo 3",
"authors": [
"Ethan Watson aka GooberMan"
],
"filenames": [
"flordmo3.pk3"
],
"additional": {
"engines": [
"GZDOOM"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2015-09-15 17:20:02",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": "Floor Demo 3",
"description": "Second revision of moving 3D floors. This time, we're using an MD3 for visual representation.",
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP01": "MAP01.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2015-09-15 17:20:02",
"file": {
"type": "PK3",
"size": 399652,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2cfd9c33262cac9bba0d39738f19afcbb94a5f1c/2cfd9c33262cac9bba0d39738f19afcbb94a5f1c.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"MAP01"
],
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 6,
"maps": 1,
"palettes": 0
},
"engines_guess": [
"GZDOOM"
],
"iwads_guess": [
"DOOM2"
]
},
"text_files": [
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "ACTOR Palette 30401\n{\n Height 8\n Radius 40\n Mass 0x7FFFFFF\n -SOLID\n -NOBLOCKMAP\n States\n {\n Spawn:\n POSS A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "MODELDEF.txt",
"contents": "Model Palette\n{\n Path \"Models/opengameart/pallets\"\n Model 0 \"pallets.md3\"\n Skin 0 \"pallet_diffuse.png\"\n Scale 13.5 22.0 12.5\n ZOffset -8\n FrameIndex POSS A 0 0\n}"
},
{
"source": "readmes",
"name": null,
"contents": "===========================================================================\nAdvanced engine needed : GZDoom 2.0 or greater\nPrimary purpose : Technical demo of 3D moving floors with 3D model\n representation instead of textures\nArchive maintainer : Place it in /prefabs next to flordmo2\n===========================================================================\nTitle : Floor Demo 3\nFilename : FLORDMO3.PK3\nRelease date : July 21, 2015\nAuthor : Ethan Watson aka GooberMan\nEmail Address : gooberman_mirag@hotmail.com\nOther Files By Author : Doom - The Arcade Game\n Space Station Omega\n Prime Directive\n The previous two floor demos\n\nMisc. Author Info : But Goober!? Why are you making Doom maps again?\n\nDescription : Second revision of moving 3D floors. This time, we're\n using an MD3 for visual representation.\n\nAdditional Credits to : ReX for noticing and wanting the other floor demos\n tweaked for his needs.\n\n===========================================================================\n* Play Information *\n\nExecutable needed : GZDoom 2.0\nIWAD Needed : DOOM.WAD or DOOM2.WAD\nMap # : MAP01\nSingle Player : Yes\nCooperative 2-4 Player : Yes\nDeathmatch 2-4 Player : No, but no reason why not with some starts\nOther game styles : No\nDifficulty Settings : No\nNew Graphics : No\nNew Sounds : No\nNew Demos : No\nDEH Patch : No\n\n* Construction *\n\nBase : FLORDMO2.WAD\nBuild Time : An hour or two.\n\nTool(s) used : GZDoom Builder.\nKnown Bugs : More like known limitations.\n\nWill Not Run With... : Bloodborne. Well, my entire life didn't run with\n Bloodborne. Did I mention you should play Bloodborne?\n\n* General info *\n\nHere be the third iteration of the 3D floors that you can ride. I know, right?\nReX noticed a link to FLORDMO2 that I had left in a thread about ridable 3D\nfloors and eventually asked how he could use it in his upcoming Paranoiac\nexpansion. It turns out I had to put a bit of extra work in to make it work as\nhe wanted, so here it is.\n\nThe main difference this time is that a 3D model was required as a visual\nrepresentation instead of using textures on the polyobject. For the purposes of\nthis demo, I have left the textures applied to the polyobject so that you can\nsee what it is doing and how it works in relation to the 3D model.\n\nSpeaking of, the idea of a \"visual rider\" is presented in this example. A\nvisual rider is simply a thing that is permanately attached to the platform.\nThis example only has one, but a bit of expansion can make it virtually\nunlimited. If you're eagle eyed, you'll notice the rider is actually a frame\nbehind the floor itself. I don't know where the floor will be a frame in the\nfuture, so the velocity is simply updated from the delta between the previous\nand current frames. I assume this won't be an issue for most people.\n\nAlso note that because you're using a 3D model in this demo, you can design\nyour polyobject accordingly. Map out the outline of your 3D mesh and off you\ngo. I don't have a whacky 3D model to use for this (and I hate modelling) so I\njust used a wooden palette I pulled from opengameart.org for Prime Directive.\n\nThe map this time is in ZHexen format. I believe ReX still uses WadAuthor for\nmapping, and since it has no UDMF support the previous floor demo WADs were\nalmost useless to him since he had no way of getting in and seeing how they\nworked. If you're still on ZHexen, this iteration is proof that the effect is\nnot reliant on UDMF features.\n\nLIMITATIONS\n* Things get screwy if your polyobject goes below the normal floor.\n* Rotational friction is not currently supported. There is no GetPolyobjAngle\n to compare against.\n* I'm disabling view bob when setting the velocity. I quite simply haven't\n checked if leaving it enabled will bob your view as the platform moves.\n* It is possible to desynchronise the floor by standing still.\n* The thing representation lags by a frame. No real way around this.\n\nTHE WAY FORWARD FROM HERE\n* See if we can't get a flat rendering over that 3D floor. Transfer_Heights\n trickery? Non-solid 3D floor trickery?\n* Get \"Actor hits floor\" working on that polyobject. Or compeltely rewrite\n my hop on/hop off logic.\n* See the TODO in the script? Making the floor logic work for any arbitrary\n actor instead of players is really not that complicated a task. Maybe I'll do\n it one day and upload a fourth iteration of the floor logic.\n\n===========================================================================\n* Copyright / Permissions *\n\nThe MD3 used in this archive was obtained from opengameart.org and is under\na public domain license. For the source files, point your browser to\nhttp://opengameart.org/content/wood-pallet-v1-pack\n\nAll original work in this archive is released under the Creative Commons\nAttribution-NonCommercial-ShareAlike 3.0 Unported license. You are free to\nreuse any original portion of this archive for non-commercial purposes as long\nas you credit me and share any modifications made using the exact same license.\n\nMore info can be found at http://creativecommons.org/licenses/by-nc-sa/3.0/"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "hexen",
"stats": {
"things": 17,
"linedefs": 120,
"sidedefs": 224,
"vertices": 116,
"sectors": 4,
"segs": 268,
"ssectors": 98,
"nodes": 97,
"textures": {
"METAL": 2,
"STARTAN2": 15,
"STEP5": 209,
"CEIL1_1": 3,
"FLOOR0_1": 3
}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "hexen",
"metadata": {
"title": null,
"music": null,
"source": "marker"
},
"images": [
{
"id": "14a9c276-f457-41da-ae46-7b078e42a420",
"url": "https://wadimages2.nyc3.digitaloceanspaces.com/2cfd9c33262cac9bba0d39738f19afcbb94a5f1c/MAP01/images/0.webp",
"type": null
},
{
"id": "17071604-2e4d-43a2-b92e-8bc04cd77aae",
"url": "https://wadimages2.nyc3.digitaloceanspaces.com/2cfd9c33262cac9bba0d39738f19afcbb94a5f1c/MAP01/pano/pano_0.webp",
"type": "pano"
}
]
}
]
}