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Linedefs WITHIN a self-referencing sector?


FARTbob

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Heyyyyo,

I'm using vanilla Doom 2. I have become pretty fast at making invisible floors with self referencing sectors. I've tried to make linedefs within the sector so I can apply midtextures to achieve the famous 3d floor effect. However, when I put a linedef inside the sector, the floor glitches out and just throws a floor texture over the whole thing. Any help would be greatly appreciated.

Thank you!

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Generally speaking, that doesn't work very well. You will get bleedover unless you can tightly control your nodebuilder's output.

 

It does depend on what you're trying to do in specific. If you just want some midtextures and you can put them outside the self-referencing sector, or create a set of self-referencing sectors instead of one contiguous one, those might be solutions.

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To add to what JadingTsunami said, some nodebuilders are better at doing this than others. Funnily enough, I had to go through more hoops with a vanilla optimized ZokumBSP than DeepBSP, the latter of which had no issues whatsoever a simple self-ref 3D bridge setup.

 

I recommend trying to swap your nodebuilder to DeepBSP if you're using something else (in my personal experience, the default Zennode is usually not good for, well, anything). Here's a link to a working prototype faux 3D bridge using a self-referencing sector, with nodes built using DeepBSP. You can take a look, just in case there's something amiss in your own implementation.

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There's a few rules you should follow when using self-referencing sectors:

 

1. Any line within such a sector should have the same sector on both sides. If you don't the renderer will detect a visual boundary that causes render glitches.

2. If the node builder does not do what you want, choosing a different one is not a good solution because it's more or less a gamble to find one that just happens to do the right thing. Better fix the map so that it does not depend on what the node builder does with it. Some ports will always regenerate the nodes and those you cannot control.

3. Always be aware that subsectors do not have a sector reference in the map-provided data. They will only get it when the map is loaded and the assigned sector depends on which seg in the subsector is first. What you should do instead is add some untextured self referencing lines of the sector the player is supposed to stand on in a small enough grid that it will always touch one of these lines. This will ensure that any hole is small enough for nothing to fall in.

 

 

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If you just want the textures to simulate the appearance of a bridge in mid-air, Jading Tsumani's solution is the most pragmatic. Just leave some small gaps between sectors and place the linedefs between them. Players can't pass through anything smaller than 32 mu, and lines which are 1 mu away will be indistinguishable to the player.

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Thank you for all your helpful replies. I've realized making a 3D bridge is a bit more complex than I thought after looking at that example wad... I'll try to figure it out. Do the midtextured lines work if they're touching the outer sector? I don't have any real idea of how to do this...

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3 hours ago, FARTbob said:

Thank you for all your helpful replies. I've realized making a 3D bridge is a bit more complex than I thought after looking at that example wad... I'll try to figure it out. Do the midtextured lines work if they're touching the outer sector? I don't have any real idea of how to do this...

 

I would avoid having them touch. Just leave them free-floating 1 unit away. That shouldn't be very noticeable.

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Sorry i have no idea how to do 3D bridges. I've only done basic self referencing sectors. Maybe I'll make a series of smaller self referencing sectors inside the main one.

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I made a ton of self referencing sectors and midtextured their linedefs. It's a grotesque structure but it works. Sorry for all the weird experimental stuff stuck into the wad. Thank ye for all your advice.

derp.zip

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2 hours ago, FARTbob said:

Sorry i have no idea how to do 3D bridges. I've only done basic self referencing sectors. Maybe I'll make a series of smaller self referencing sectors inside the main one.

 

You're mapping for vanilla Doom format. An actual 3D bridge is for UDMF format. Self-referencing sectors emulating them (which have lines to instantly lower or raise to allow for passage above and below) are the closest thing you can do in vanilla.

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Did I do it right? Is there any way I could make my bridge look more like the example wad from Aurelius?

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