Mordeth
Administrator
Posts: 1937
Registered: 05-00 |
Mordeth, can you help out on this one maybe?
http://www.doomworld.com/tutorials/fx6.shtml
Do keep in mind that this is nodebuilder-specific, which is why there are several diagrams for the three different nodebuilders tested (BSP, Warm, Dmapedit) if you combine this trick with other stuff.
The basic principle is to insert a new sector (B) inside an existing one (A). Sector A has the properties of the surrounding sectors (like, low light level, a certain floor en ceiling height. Sector B has a much higher ceiling height (say, 500 units above that of sector A) and is brightly lit. Now, the trick is to remove the upper textures of sector's B linedef's. The Doom engine will now draw the (low light level) ceiling of the surrounding sector (which is, A) across the "gap", which will make it look like the floor of sector "B" is brighty lit while its ceiling remains dark.
It gets a bit more complicated when you want to create this effect in combination with other effects, such as deep water. See the URL above for more information.
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