Memfis Posted October 27, 2012 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? 0 Share this post Link to post
Krispy Posted October 27, 2012 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. 0 Share this post Link to post
Pottus Posted October 27, 2012 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 0 Share this post Link to post
Technician Posted October 27, 2012 Thanks for bringing this up. I've been having a bastard of a time trying to make it work, myself. 0 Share this post Link to post
Pottus Posted October 27, 2012 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 =) 0 Share this post Link to post
TimeOfDeath Posted October 27, 2012 wad: http://timeofdeath.wrvids.com/doom/hrzn.wad I assume you're doing this: You need an open sky sector between the woodmetal border sector and the 0 height sky sector: 0 Share this post Link to post
Dragonsbrethren Posted October 27, 2012 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. 0 Share this post Link to post
traversd Posted October 28, 2012 +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). 0 Share this post Link to post
Memfis Posted October 28, 2012 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. 0 Share this post Link to post
Technician Posted November 7, 2012 Thanks, ToD. Your demo wad was a real help. 0 Share this post Link to post
Reisal Posted November 8, 2012 I used to do it the way seen in Episode 1 for Doom, this might be more feasable and will look better. 0 Share this post Link to post