Jump to content
  • 0

How To Prevent Decorations From Being Culled?


CBurn

Question

I'm making a level with a lot of custom textures and assets and needed a way to essentially bullshit a background that's going to have 2 layers for parallax.

 

however this has a glaring issue, that being decorations are culled based off their bounding box, thank god its not their origin cause I'd be shit outta luck otherwise.

 

Is their anyway to tell Doom to always render these assets besides making them ungodly massive as seen in the screenshot cause even at their current scale its very easy for them to stop rendering and they need to essentially take up the whole map to fix said issue

 

Sidenote after I've made my second map I will be putting a video together on all the technical pitfalls I have encountered to help newer mappers,

I don't want to ask 20 questions, make a few maps then disappear as that seams kinda wasteful of peoples time

 

Thank you for your time!

 

gzdoom_IA0oKu5Erq.png.ed522655a0030a02db3dce2fa16442fc.pngimage_2023-05-22_222344426.png.f73f4f288e8bb3e3fc0bb854d8a608f6.png

 

SLADE_VbuFxQsw9j.png.d97ccb7358d5a705b39113d84030514f.png

Edited by CBurn
Title clean up

Share this post


Link to post

5 answers to this question

Recommended Posts

  • 1

I assume this is for GZDoom? By default the Thing will only render if the sector it's placed in is visible.

 

One solution is an Actor Property called RenderRadius that tells the engine to check sectors further away from the Thing's origin for the purpose of rendering. It can ruin FPS if you apply it to too many Things in too complex a level, but assuming you only have these four Things, feel free to slap it quite high and it should solve your problem.

 

Another solution would be to Join all the sectors that all four of your Things appear in, then if any one is visible they are all visible (because it's all one big sector). It's a little more hacky of an approach, but there's no chance of the FPS issue that comes from RenderRadius.

Share this post


Link to post
  • 0
16 minutes ago, Bauul said:

I assume this is for GZDoom? By default the Thing will only render if the sector it's placed in is visible.

Aye it is, my bad for not specifying still VERY new to this

17 minutes ago, Bauul said:

but assuming you only have these four Things, feel free to slap it quite high and it should solve your problem.

8 total, a foreground and background but I take it this would still be fine

 

And the first solution worked, I checked this exact page and even did find render but I must of missed it Thank you so much!

Share this post


Link to post
  • 0
59 minutes ago, SMG_Man said:

Is there a reason you're not using a skybox for this?

The skybox is spherical or at least appears so and warps any pixel art texture placed on it, and in general, just doesn't look right, and like I said I needed a way to do Paralax on the background and I highly doubt I can have 2 skyboxes with transparent textures atop of the other issues meaning this was the most logical solution I could think of

Share this post


Link to post
  • 0

Sorry, I didn't just mean replacing the sky texture. (G)ZDoom offers full support for actual skyboxes. I'm still not entirely sure what you're wanting to achieve here, but I think looking into this may help.

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
Answer this question...

×   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...