Manapro Posted June 1, 2020 Hi, I've been trying to make an Icon of Sin in my map, I already know that you need the Icon of Sin entity plus monster spawner and monster targets, but I have trouble putting his textures on the walls, can someone explain to me how I can do that? 0 Quote Share this post Link to post
Dark Pulse Posted June 1, 2020 (edited) Basically you split the wall into three linedefs. You then carefully construct your sector so that the lower part is sticking out one unit from what will be the middle, and have the middle sticking out one unit from what will be the top. Basically, what you think of as a "flat wall" is really a three-unit deep sector. Basically just load up doom2.wad and look at MAP30 in UDB/DBX/SLADE. It will give you the idea pretty quick. (It reveals that the Doom 2 version is actually four units deep.) Look carefully and you can even see some seams and such from the way they did it, although it'd probably be pretty damn hard to tell that in Doom 2's native 320x200. Edited June 1, 2020 by Dark Pulse 0 Quote Share this post Link to post
Manapro Posted June 1, 2020 On 6/1/2020 at 9:00 AM, Dark Pulse said: Basically you split the wall into three linedefs. You then carefully construct your sector so that the lower part is sticking out one unit from what will be the middle, and have the middle sticking out one unit from what will be the top. Basically, what you think of as a "flat wall" is really a three-unit deep sector. Basically just load up doom2.wad and look at MAP30 in UDB/DBX/SLADE. It will give you the idea pretty quick. (It reveals that the Doom 2 version is actually four units deep.) Look carefully and you can even see some seams and such from the way they did it, although it'd probably be pretty damn hard to tell that in Doom 2's native 320x200. Ah, that makes more sense now, I've tried making it as a flat wall and it's pretty hard to align the damn thing, I even had to ditch the lava brain of the Icon of Sin. 0 Quote Share this post Link to post
Dark Pulse Posted June 1, 2020 5 minutes ago, Wneaf said: Ah, that makes more sense now, I've tried making it as a flat wall and it's pretty hard to align the damn thing, I even had to ditch the lava brain of the Icon of Sin. Yeah, that's impossible to do with vanilla ports. Of course a modern sourceport could probably do some big-ass texture voodoo, but original Doom would be a hack like that. You're just so far away from it that you never really think of it as anything but a flat wall. Fun fact: the fact it's got those teeny tiny widths for the sector is why it's possible to Tyson MAP30. 0 Quote Share this post Link to post
ViolentBeetle Posted June 1, 2020 I always wanted to ask, so I think this is the right topic. Is there any reason why they couldn't make a single wall texture for it out of all the patches? Is there any reason why we can't do it now for modern ports? 0 Quote Share this post Link to post
Vermil Posted June 1, 2020 I believe vanilla Doom has a height limit for textures of 128. 0 Quote Share this post Link to post
Nevander Posted June 2, 2020 15 hours ago, ViolentBeetle said: Is there any reason why we can't do it now for modern ports? Nope, no reason. You can assemble those patches into one large texture and use it in ports that don't care about texture dimensions. 0 Quote Share this post Link to post
Manapro Posted June 2, 2020 On 6/1/2020 at 2:22 PM, ViolentBeetle said: Is there any reason why they couldn't make a single wall texture for it out of all the patches? Is there any reason why we can't do it modern ports? I don't think in the vanilla Doom they could've made it one texture because the DBRAIN texture isn't automatically in the Icon of Sin, so you'll always use 3 linedefs. (I think.) On 6/2/2020 at 6:01 AM, Nevander said: Nope, no reason. You can assemble those patches into one large texture and use it in ports that don't care about texture dimensions. Yeah, but you'll need the DBRAIN texture, the only way to make it one texture would be editing it into the Icon of Sin. 0 Quote Share this post Link to post
Nevander Posted June 2, 2020 3 minutes ago, Wneaf said: Yeah, but you'll need the DBRAIN texture, the only way to make it one texture would be editing it into the Icon of Sin. You don't even need to do that. You can use TEXTURES to assemble it using the appropriate patches already present in the IWAD. Unless you mean changing it in the existing map, in which case you'd need to edit the map. 0 Quote Share this post Link to post
ViolentBeetle Posted June 2, 2020 The brain texture probably need to stay independent to serve as a mid texture, while everything else can be part of a single one. 0 Quote Share this post Link to post
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