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It is the Medusa effect if it slows down the frame rate...
Following Info from Doom design faq.
From:
DESIGN12.FAQ -- Frequently Asked Questions about DOOM Level Design
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Version 1.2, 09 Sept 1994. Editor: Tom Neff <tneff@panix.com>
[2-4] I wanted to make a doorway that LOOKS like a wall, by taking a
passable two-sided line and giving it a Normal texture on one or both
sides. Then you could walk/shoot through it, hide behind it, etc. But
when I loaded my level and walked up to the secret wall, it looked like
weird colored strings, and my PC slowed to a crawl. What's wrong?
A. We call this the Medusa Effect - it looks like snakes and you turn
to stone. :-) It happens because you used a *multi-patch* texture on
the Normal of your passwall. A fuller explanation of patches and
textures can be found in the Unofficial Specs (see Appendix B), but
briefly, each texture (like STARTAN3) is built from one or more graphic
"patches" (like SW19_1 and SW19_2); and for some reason, DOOM's engine
can only draw SINGLE-patch textures on passable walls. Examples of
single-patch textures (which you could use) are BROWNGRN, SKINTEK2, and
ASHWALL. Examples of multi-patch textures that won't work are STARTAN3,
COMPBLUE, and WOODSKUL. A complete list (TEXPATCH) of textures and the
patches that make them up is available (see Appendix [D-4]).
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