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Memfis
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So I always thought that I know how it works but apparently I don't because I made this, got this as a result (notice the tiny HOM) and I have no idea what I did wrong. Help?

Old Post 10-27-12 23:14 #
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Krispy
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Posts: 1191
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Walls don't go on forever with that function. Try making the wall longer.

Edit: Oh, I see what you mean. Nvm I guess. I thought you were talking about how the wall looks cut off.

Old Post 10-27-12 23:34 #
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Pottus
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That is because it is textured look at this example I whipped up for you showing that you need to have the texture delete there for it to work. Also you shouldn't really cut-off an area like that you get a paper-thin flimsy look. I've included a method that you can try that will improve the flimsy cutoff look.

http://www.mediafire.com/?h9ic1cful556q10

http://img94.imageshack.us/img94/605/memext.png

Old Post 10-27-12 23:41 #
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Technician
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Thanks for bringing this up. I've been having a bastard of a time trying to make it work, myself.

Old Post 10-27-12 23:47 #
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Pottus
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I think he has something going on a bit differently than what I addressed I'm not sure it would help if memfis posts his wad or at least a copy/paste of the problem area for further inspection. I can really go so far as what I think the problem is from a screen shot.

Edit - I think TimeOfDeath got it good problem solving there buddy =)

Last edited by Pottus on 10-28-12 at 00:15

Old Post 10-27-12 23:51 #
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TimeOfDeath
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wad: http://timeofdeath.wrvids.com/doom/hrzn.wad

I assume you're doing this:
http://timeofdeath.wrvids.com/doom/hrznbad.JPG

You need an open sky sector between the woodmetal border sector and the 0 height sky sector:
http://timeofdeath.wrvids.com/doom/hrzngood.JPG

Last edited by TimeOfDeath on 10-28-12 at 00:10

Old Post 10-28-12 00:02 #
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Dragonsbrethren
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I think TimeOfDeath probably nailed it, but posting a wad would be helpful the next time, or at least a 2D screenshot. I can't really see how you did your sectors from that 3D mode shot.

Old Post 10-28-12 00:06 #
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traversd
Member


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+1 TOD.

I think the best way to think of it is, if you want an uppertex to disappear completely and show the sky the ceiling of the sectors on both sides of the linedef need to be sky. Othewise you get either HOM or a visible texture (but mostly HOM).

Old Post 10-28-12 05:00 #
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Memfis
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Thanks!! It never occured to me that more than one sector might be necessary so I thought that everything should be clear from my screen.

Old Post 10-28-12 12:01 #
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Technician
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Thanks, ToD. Your demo wad was a real help.

Old Post 11-07-12 23:23 #
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Glaice
formerly Mr. Chris


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I used to do it the way seen in Episode 1 for Doom, this might be more feasable and will look better.

Old Post 11-08-12 21:32 #
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