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outdoor level skybox question


donevan427

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I'm making a map that is on top of a castle. what are some ways to make an outdoor level look good? One idea I have is using inaccessible outer wall area higher than the playable area. The skybox looks fine when only used way above the player, but if I want to let the player onto the wall it will look funny. Making a whole landscape around the castle would probably fix that but also make the map like 10 times bigger. Does making a huge map (not that it would affect gameplay) frowned upon? Its doom so I don't think performance will be an issue, but it feels bad making something so optimized. The map will fit into a 10000 unit block, but the landscape would make that more like 20000-30000. I'm also trying to make the map crispy doom friendly.

 A more specific question is: in gzdoom untextured walls show the skybox, but in crispy doom they show a black texture. Is there someway to get a similar effect in crispy doom?

 example, gzdoom (ignore the green rectangle, thats nvidia)

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Screenshot_Doom_20200927_131710.png.c94ea23bffa569925b35532a949d04ff.png

 

crispy doom

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DOOM0010.png.f5bef2c98a7b8b0783c38236455cf8d3.png

 

 

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I can't entirely visualize what is going on here. But there are a few things to consider.

Zero height sectors cut the rendering entirely.

Textured or un-textured, the upper walls won't be drawn if the ceiling there is F_SKY. Check Sky Hack on doom wiki.

 

The simplest and the most humane towards the engine would be to make walls a non-zero height sectors with high floor, towers solid and encircle them all with empty low sector followed by zero height one. That should render correctly for sure (But I think zero height right behind it is fine too)

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here's a look at what it look like in udb

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snip1.PNG.372e1ab87e87e59534d38291a779224d.PNG

 

snip2.PNG.e451573e2a971ee284722253e7745313.PNG

 

I'm not sure what you mean with zero height sectors, I got the untextured walls by making a sector the line dev that's untextured, then deleting the sector.

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