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Grain of Salt

self-ref sectors/nodebuilder woes

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Possibly a stupid question, but is there a nodebuilder that will draw self-referencing sectors correctly, and also allow monsters to see the player when they're standing in them? Every nodebuilder I try seems to fail at at least one of these, but I'm sure I've played old wads where monsters can attack you in deep water. It's kinda annoying to hit this problem whenever i want to do something interesting with the floor in complevel 2 :/

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I haven't tested your scenario specifically, but I find any time I want to do any kind of sector funny business that BSP-W32 gives the best results.

It's also possible to do deep water in a few different ways I think. If you just make normal sectors but leave the linedefs of the deep water untextured, the visual glitches should be minimal. There's also Boom's transfer sector properties, etc.

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plums said:
BSP-W32

Yep, that works. Thanks.

I just hope this isn't the nodebuilder i stopped using because it used to occasionally make every monster in the map blind.

If you just make normal sectors but leave the linedefs of the deep water untextured, the visual glitches should be minimal.

Uh. Each to their own, I guess, but that looks awful to me.

TimeOfDeath said:
The default one in doom builder 1.68 works good I think.

Probably. I just don't like using db 1 that much.

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Grain of Salt said:

Uh. Each to their own, I guess, but that looks awful to me.


Nevermind, that does look bad, you're right. Anyways I wasn't suggesting that you use this method, so much as saying that it's possible that other levels you've seen that had monsters attacking the player in deep water maybe used other tricks. Buuuuut if BSP-W32 works then maybe not or who cares anyhow or whatever, glad it works.

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