forgettable pyromaniac Posted March 18, 2021 I've set it up as described, with a dummy sector and everything, but when I look at it in game, it has a HOM effect. How would I fix this? (Trying to avoid sharing the wad. I want it to be a suprise :D) 0 Quote Share this post Link to post
0 Dark Pulse Posted March 18, 2021 (edited) Based on the fact it's PRBoom, 242 should be Transfer Heights. (Also, no other port uses 242 that I know of, it's part of the Boom set.) Try reading here, OP: https://zdoom.org/wiki/Transfer_Heights Specifically, it might be this point: There is some limited capability to look into the lower or middle part (but not the upper part) from a non-Transfer_Heights sector - but you will never be able to see both lower and middle parts of different sectors at the same time. This will always create a hall of mirrors effect. Edited March 18, 2021 by Dark Pulse 1 Quote Share this post Link to post
0 Kappes Buur Posted March 18, 2021 (edited) Which mapping format? 242 has different meanings depending on the source port. Can you supply a reducted version of the map showing the error? Edited March 18, 2021 by Kappes Buur 1 Quote Share this post Link to post
0 bemused Posted March 18, 2021 looks to me like the ceiling of your control sector is below floor height in the main room. Match the ceiling height of your control sector with the value of the ceiling in the main room, should sort it 1 Quote Share this post Link to post
0 forgettable pyromaniac Posted March 18, 2021 2 hours ago, Dark Pulse said: Based on the fact it's PRBoom, 242 should be Transfer Heights. (Also, no other port uses 242 that I know of, it's part of the Boom set.) Try reading here, OP: https://zdoom.org/wiki/Transfer_Heights Specifically, it might be this point: There is some limited capability to look into the lower or middle part (but not the upper part) from a non-Transfer_Heights sector - but you will never be able to see both lower and middle parts of different sectors at the same time. This will always create a hall of mirrors effect. I made it like I was making Deep Water in UDMF, but It just turns out I was doing it wrong. I need the ceilings to match and then the floor is the surface of the "deep water" thanks guys :) 0 Quote Share this post Link to post
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forgettable pyromaniac
I've set it up as described, with a dummy sector and everything, but when I look at it in game, it has a HOM effect.
How would I fix this?
(Trying to avoid sharing the wad. I want it to be a suprise :D)
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