Jump to content

Sky clipping - is there a way around this?


Recommended Posts

I'm not totally sure how to explain this.  I've come across this problem twice, I wonder if it's just what it is, or if there's a way to deal with it.  I've made a small building here, creating a sector around it to drop the sky down so it doesn't look super tall.  The problem is that the sky texture hands down, and hides anything behind it.  You can see two trees here being clipped.  Can share the map if that helps.  Curious if this is just what it is, or if there's a way to create a building like this and not have the sky clip high up background elements.

 

 

InkedScreenshot_Doom_20210510_222516_LI.jpg.c8d633fe206c03dbd6d3dd1d0b110e71.jpg

Share this post


Link to post

Doom won't draw the geometry behind the 1-sided linedef or non-sky upper texture. Perhaps UDMF can do something with portals, though it would not be conventional doom.
You'd have to raise the building or lower the rocks. You don't have to have all buildings the same height, but you shorter structures should not overlap taller ones.

Share this post


Link to post

Getting buildings to sit well against outdoor areas is something I always struggle with as well, and I haven't yet found a formula to really do it convincingly every time! Is the building standing on its own, or against a wall? If you're using UDMF format you could make the roof a 3D floor, if you're on the original Doom format then you might have to make the building the same height as the surrounding cliffs to avoid this.

Share this post


Link to post

That's what I thought!  :)  In another map I raised the building... have to consider options here.  Thankfully it's not that noticeable.  Plan to put in a night sky which will really obscure things

 

Share this post


Link to post
1 minute ago, DavidN said:

Getting buildings to sit well against outdoor areas is something I always struggle with as well, and I haven't yet found a formula to really do it convincingly every time! Is the building standing on its own, or against a wall? If you're using UDMF format you could make the roof a 3D floor, if you're on the original Doom format then you might have to make the building the same height as the surrounding cliffs to avoid this.

 

It's standing on it's own.  I get now why it's nice to build them into a wall. :D

 

I'm using slade and... I don't totally know if I'm using UDMF or not, I think I'm not.

Share this post


Link to post

GZDoom has a sector type that allows to draw walls behind the sky, but otherwise you've got not choice but to rethink your area.

Share this post


Link to post
1 hour ago, Gez said:

GZDoom has a sector type that allows to draw walls behind the sky, but otherwise you've got not choice but to rethink your area.

:/

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...