shadow1013 Posted December 11, 2011 So I've been attempting to rework e1m1 of FreeDOOM into a vanilla map so I can make a pure vanilla episode at first, but around the courtyard error I keep getting a visplane error, if anyone could be of assistance I would appreciate it very much megaupload.com/?d=QL9LKAQU 0 Share this post Link to post
Khorus Posted December 11, 2011 If you're unsure what the error means, read up on it here. As for the map, if you got rid of the two rows of light sectors that would probably do the trick. 0 Share this post Link to post
shadow1013 Posted December 11, 2011 No I do know what the error means, I was just wondering what the best action for lowering the visplane count, and you think that will be enough? thank you I'll try it now 0 Share this post Link to post
Dragonsbrethren Posted December 11, 2011 shadow1013 said:No I do know what the error means, I was just wondering what the best action for lowering the visplane count, and you think that will be enough? thank you I'll try it now Grab a copy of ChocoRenderLimits for testing. It allows you to view the visplane count and the visplanes themselves. The easiest way of minimizing visplanes is to limit the number of unique sector properties (flats, light level and effects) visible from any given area. There's more to it than that; even a single sector may be split into multiple visplanes, but it should be your first step. Here's more detailed info on how they're drawn: http://doomwiki.org/wiki/Doom_rendering_engine#Drawing_floors_and_ceilings 0 Share this post Link to post
_bruce_ Posted December 11, 2011 'height', 'picnum' and 'lightlevel' are the deciding factors for "planefusion" unless it's a skyplane. Pretty sure that soon Maes will detect the thread and be dropping tech bombs ^^ Agree with Khorus - drop the lights and maybe kill off the H. Though generally the map is slightly too open with a hair too much differing elevation in terrain. 0 Share this post Link to post
shadow1013 Posted December 11, 2011 I dropped the whole landing strip outside the building and I've had no more visplane errors, but I'm wondering if maybe I should just close the whole area and make it sorta like the entry room of the real e1m1 0 Share this post Link to post
shadow1013 Posted December 11, 2011 btw, would anyone like to make a set of vanilla e1 style maps for freedoom? The only restrictions I ask is that they're not that big and they're techbase, they don't look like the original episode, and that they only use the resources from the resources available in the shareware IWAD 0 Share this post Link to post
hex11 Posted December 12, 2011 I started a project sort of like that a while back: http://www.doomworld.com/vb/wads-mods/57184-undeath-94-a-new-vanilla-doom-episode/ I've been doing most of my testing with Freedoom. Only thing is, there's a few E2/E3 textures used in some places. If the other mappers are okay with it, maybe we can use this as a starting point. Why the shareware texture restriction though? 0 Share this post Link to post
shadow1013 Posted December 12, 2011 Well, the shareware restriction only to the first episode, to maps outside of that all resources from the iwad can be used. The reason is is I want to make a shareware (completely useless but for completion) version that only has resources from the original shareware target. I already have: E1M1 E1M2 E1M4 E2M8 0 Share this post Link to post
hex11 Posted December 13, 2011 Well I loaded my map in Yadex with the v1.9 DOOM1.WAD, and it wasn't pretty. Just about every sector has some stuff from E2/3 (not just textures, but also flats and things). I guess it wasn't something I considered at all when making the map. Also, Yadex doesn't differentiate between resources being shareware or not, unless you invoke it like "yadex -iwad1 doom1.wad e1m3.wad" and then it won't let you save changes anyway (because before Freedoom, you were expected to have a registered IWAD to build PWADs, or even be able to run them). So anyway, it would be a lot less trouble to convert Freedoom's E1M3, which is 95% vanilla compatible already. I think the only part that needs changing is the switch that triggers the bridge sections one at a time, using some kind of Boom action. Oh, and there needs to be a key placed for the door to the secret level E1M9. 0 Share this post Link to post
shadow1013 Posted December 13, 2011 Ehhh :/ I would prefer converting another map, as I'd have to remove the whole scrolling thing in the first area and I personally feel the map is rather ugly. But yeah, I converted the maps using DB2 running on the shareware IWAD, and then testing on choco-doom with a change so i could load pwads on the shareware to test. 0 Share this post Link to post
hex11 Posted December 13, 2011 This would probably make a good E1M3: http://www.doomworld.com/idgames/index.php?id=12181 It looks nice and plays well. There's some minor tutti-fruti on a few steps, but nothing major. The barons at the end would need to go, and a secret exit placed somewhere. 0 Share this post Link to post
shadow1013 Posted December 13, 2011 I saw the map and played through it, and I like it, I see a couple textures that aren't E1 (really just COMPWERD, though you'd think that'd be E1 also..), but that's easily fixed, and the addition of a secret exit would be easy to fix, I'm thinking making a slime pool near a wall or something and after you solve a puzzle it drops down to reveal the passage to the exit. Thank you for this one :) 0 Share this post Link to post