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line_horizon in a tunnel?


smeghammer

Question

The line_horizon special is very useful - now I want to use it to make a tunnel illusion...

 

If I make a small closet and place the line_horizon on the back wall, the horizon does indeed extend to infinity, but the view is not constrained by the tunnel walls. What I would like to do is create the illusion of a tunnel extending to the horizon.

 

What I have is this:

image.png.31e37c194bdd1fa7323bcd2d24b0cf20.png 

 

but it renders this:

Screenshot_Heretic_20210311_135003.png.09a5a318a3265b12869522e22727e86f.png

 

I'd like to extend the left and right wall to infinity as well. Am I missing something obvious?

 

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I'm not aware of a way to extend vertical planes indefinitely. By definition, they can't extend to the horizon since they're not horizontal!

 

I can only suggest to make a really long tunnel. If needed you can use visual portals to extend it further than the local map geometry would allow (e.g. if you have a sector behind your horizon tunnel).

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I had a silly idea: what if instead of using walls, I just slope "horizontal" surfaces? Would they get extended infinitely? Given what I said about only "horizonizing" horizontal surfaces, probably not; but giving it a try only takes a couple minutes.

 

Q1NUw8N.png

Well it predictably didn't work. Instead of a horizon I just get a black wall.

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You could make a gzdoom-compatible infinite hallway by using line portals looking into each other... but it seems there's a limit of four portals-inside-portals being rendered. I wonder if it's adjustable?

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50 minutes ago, Scypek2 said:

it seems there's a limit of four portals-inside-portals being rendered. I wonder if it's adjustable?

 

It is.

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4 hours ago, Kappes Buur said:

Stick another sector to the end of the 'tunnel' and give those three linedefs the Line Horizon special 

 

Are you sure? That doesn't work for me, like, at all. I might be missing something.

 

2 hours ago, Scypek2 said:

You could make a gzdoom-compatible infinite hallway by using line portals looking into each other... but it seems there's a limit of four portals-inside-portals being rendered. I wonder if it's adjustable?

 

Yes, but you can really get performance problems pretty fast if you don't take care. Been there. Done that. Got single digit FPSs. You should rather use like, 2048-length tunnel pieces, that way with a 4-portal limit you can still do some smoke-and-mirrors.

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1 hour ago, Albertoni said:

Are you sure? That doesn't work for me, like, at all. I might be missing something.

 

My map layout results in this:

 

W9nkF2R.png

 

Extending the tunnel itself into infinity is going to be a tall order, even with portals.

One solution would be, like Gez mentioned, to stretch the tunnel depth. But how far should that be, 1000, 2000, longer?

Edited by Kappes Buur

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I ended up doing the fade sector brightness thing. It's gonna be the bit behind where the start is:

 

image.png.ff1be9fb9224c9621de4a4fd1c812f91.png

 

with an impassable line just inside.

Edited by smeghammer

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