Tingsing Posted March 12, 2019 (edited) Hey everyone, I've been working for hours trying to get a cloudy horizon effect working on my map and its driving me bonkers lol. I'll post some screenshots showing what I'm dealing with below. This is the effect I'm looking for, but I would like to have a horizon effect on this fake floor (this is using sector set 3D floor). Here's what happens if I use Transfer Heights: As you can see, this gives me the horizon effect I'm looking for, but this gives me a few problems. You'll notice the fake floor isn't translucent anymore. I can't figure out how to achieve this effect with transfer heights. Here is another issue: When entering an area outside, below the fake floor, I want it to be a dark+foggy effect. Using Transfer Heights, you can't see outside if you're below the fake floor., all you see is the skybox viewpoint. Example: Now, I can solve this if I use 3D floors, but again, I won't have the horizon effect on the fake floors. Here's what the above problem looks like with 3D floors: That looks a little better. Remember, this is below the fake floor, and here's what this looks like when I get closer to the edge of the map. No horizon on the 3d floors. It cuts off at the edge of the sector. If I remember right, theres nothing you can do when it comes to giving 3d floors a horizon, and since 3d floors seem to be the closest I can get to achieving this effect, I was wondering if there are any workarounds via scripting or otherwise, or if theres something I can do for a similar effect. Sorry if this was formatted badly or if the images are way too large, I've posted here maybe 3 times in my life and its probably been 3+ years since my last time. Any help is HIGHLY appreciated!! Thank you for reading. 0 Share this post Link to post
Marisa the Magician Posted March 12, 2019 I wonder if sector portals would work... 0 Share this post Link to post
kaleb. Posted March 12, 2019 tested it out myself, doesnt look like sector portals are the answer 1 Share this post Link to post
leodoom85 Posted March 12, 2019 I tried that once with 3d water but the sector simply refuses to go beyond thanks to the boundaries of sector..........maybe it's not possible 0 Share this post Link to post
Tingsing Posted March 12, 2019 I wondered if there were some sector portal shenanigans you could pull, I hadn't tried it yet though. Thanks for experimenting! 0 Share this post Link to post
Tingsing Posted March 12, 2019 Here's the map I'm working on that I cut from the whole wad. Its MAP01. The dummy sector is outside of the main play area, to the right, separate from the other dummy sectors. Maybe someone can mess around with this and find a solution? Again, MUCH appreciated. And thank you for the help so far! I test using GZDoom g3.2.5 with hardware rendering. The map itself requires jumping, but you start outside anyway which is all you really need to see. aaahelp.zip 0 Share this post Link to post
Empyre Posted March 12, 2019 I don't think that what you are trying to do can be done (unless the portals idea works out), but what you could do is have the fog go all the way up to the sector ceiling, and then out to the horizon. Or, the fog could be lower than the player's eyes, even when crouched, and the skybox could have that 3D floor fog go far enough away that the player wouldn't be able to see where it transitions to solid fog. 0 Share this post Link to post
Tingsing Posted March 12, 2019 So, at this point I'm just making the outdoor area so big that you can't see the edge anyway. The only thing I worry about is the map size being too big (not just in terms of file size) but if I remember right, there can be rendering issues if the map is too big. I could be wrong on that though. Here's what I'm at currently. In game, you can still see the edge of the outdoor sector if you look at it at an angle, but it looks endless if you're viewing the edge face-on. Is this a problematic way to go about this method? Otherwise this seems to solve my problem for now. 0 Share this post Link to post
Empyre Posted March 14, 2019 I looks like it not much bigger than the 32k x 32k recommended limit, and most of it is outside the play area, so it should be OK. It would be better if you could center the whole thing around the origin. 0 Share this post Link to post
Dragonfly Posted March 14, 2019 I'd also suggest using a circular shape instead of a square, this will help it not have noticable edges should the player get high enough to see it. Alternate solution is to create a skybox which has the cloud effect implemented one way or another. 1 Share this post Link to post