Sinnesloeschen Posted May 3, 2023 (edited) I have a large and high sector that simulates "outside" (The black void in the pic). The player comes out through the entrance below the white line. Is it possible to make it seem like the wall above cuts off at the white line while the player can still traverse below it? I played around a lot with linedef 242 (Create fake ceiling and floor) and self-referencing sectors, but never got something worthwhile out of it. Gotta admit though i also only sorta understand how those methods work exactly. EDIT: I may have figured something out, but it feels weird; I used the "Skyhack" method without the actual sky. BUT this only looked fine and non-glitchy when i removed the ceiling texture. And that feels like i'm doing it wrong and it will cause issues - or is that just a quirk that works? It seemed fine on my end; Edited May 3, 2023 by Sinnesloeschen 0 Quote Share this post Link to post
ViolentBeetle Posted May 3, 2023 You can lower the sky ceiling, the upper texture between two sky ceilings is not drawn. However, you won't be able to see behind it, so it only works if there's nothing to see. 1 Quote Share this post Link to post
Sinnesloeschen Posted May 3, 2023 1 minute ago, ViolentBeetle said: You can lower the sky ceiling, the upper texture between two sky ceilings is not drawn. However, you won't be able to see behind it, so it only works if there's nothing to see. That seems like the way to go but would require the sky texture. The map in question is set at night so i just use a high ceiling with a dark texture. 0 Quote Share this post Link to post
ViolentBeetle Posted May 3, 2023 9 minutes ago, Sinnesloeschen said: That seems like the way to go but would require the sky texture. The map in question is set at night so i just use a high ceiling with a dark texture. No, it won't require a sky texture, you just need to lower the ceiling around the building. The sky will be drawn as a sky. Sky is a texture anyway, but it will look like a painting if applied. 0 Quote Share this post Link to post
Sinnesloeschen Posted May 3, 2023 21 minutes ago, ViolentBeetle said: No, it won't require a sky texture, you just need to lower the ceiling around the building. The sky will be drawn as a sky. Sky is a texture anyway, but it will look like a painting if applied. But i don't have "The Sky" - I have a dark texture that doesn't utilize the 'special' properties of F_SKY1. And if i lower the ceiling around a building with that i get HOMs and general glitchyness, like here: rooftest.zip I feel i'm missing something here. 0 Quote Share this post Link to post
ViolentBeetle Posted May 3, 2023 Oh I didn't understand this. In this case yes, you can't have fake roof. 0 Quote Share this post Link to post
Sinnesloeschen Posted May 3, 2023 14 minutes ago, ViolentBeetle said: Oh I didn't understand this. In this case yes, you can't have fake roof. Damn it lol. Still thanks for the info. I did figure something out that works with how i set my map up - But it means having a sector without a ceiling texture, like so: fakeroof1.zip Would a missing ceiling texture cause issues? It's a nice pitch black on my end, which is the desired result. 0 Quote Share this post Link to post
Gothic Posted May 3, 2023 How do you feel about using custom textures to simulate a 3D space? 1 Quote Share this post Link to post
Kappes Buur Posted May 3, 2023 (edited) Take a look at E1M8, or better still at E1M8b romero's updated version, for typical "roof" structures in original format. Edited May 3, 2023 by Kappes Buur 1 Quote Share this post Link to post
Sinnesloeschen Posted May 3, 2023 I appreciate the examples, but those use F_SKY1 which i'm not using due to the map being set at night. :p I found something out that works (On my end atleast - see op) but requires an untextured ceiling. So my question now is: "Does a missing ceiling texture cause problems?" 0 Quote Share this post Link to post
NiGHTMARE Posted May 4, 2023 (edited) Every modern source port which supports Boom also supports MBF sky transfers, so you could just make a second (pitch black or starry) sky and use that. Edited May 4, 2023 by NiGHTMARE 0 Quote Share this post Link to post
Sinnesloeschen Posted May 4, 2023 (edited) 3 hours ago, NiGHTMARE said: Every modern source port which supports Boom also supports MBF sky transfers, so you could just make a second (pitch black or starry) sky and use that. That's a good idea, thanks! Haven't actually played around with those linedef actions and they could help a lot. EDIT: Welp, that is definetely a cool feature. Unfortunately, no matter how dark the wall texture, it is a tad noticable. I still get the best result by just having a sector without a ceiling. So that question still stands: Does having a sector (In the play area) without a ceiling (texture) cause problems? Edited May 4, 2023 by Sinnesloeschen 0 Quote Share this post Link to post
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