BlackFyre Posted April 19, 2003 If someone could explain how to create the infinite sky texture effect using a wad editor (preferably WadAuthor or such like), I would appreciate it. Thank you :) 0 Share this post Link to post
Epyo Posted April 19, 2003 infinate sky, hmm You mean, so that the sky looks flat? Looking like a huge ceiling? 0 Share this post Link to post
Fletcher` Posted April 19, 2003 You want 'skywalls'. Simple make an extra sector as a border to the room. Make sure the ceiling is the sky, and set it's ceiling hight = to the floor. 0 Share this post Link to post
Ichor Posted April 19, 2003 Or do you mean the infinite horizon effect used in map 2 of TNT3? 0 Share this post Link to post
The Ultimate DooMer Posted April 19, 2003 Or, if you use ZDoom, the Line_Horizon special has a better effect, as that makes the ground infinite as well. (simply place the special on a 1-sided line, no need for another sector) 0 Share this post Link to post
BlackFyre Posted April 19, 2003 OK I'll do that...I figured it was something like that but had forgotten the exact process. 0 Share this post Link to post
Mordeth Posted April 20, 2003 Check out Hykkelbjerg's Doom Editing Pages (see Doomworld tutorial section) for a nice example on how to do this for vanilla Doom. See Cyb, yet another classic Doom trick people still want to use :) The bottom-line is this: Doom does not like it when two bordering sectors both have SKY as floor + ceiling texture, but it can do a double-SKY sector surrounded by another sector that has at least one non-SKY flat. So, create sector A and insert a sector B inside A, and a sector C inside B. The texture 'flat' stands for any non-sky flat. Properties (ceiling/floor height, ceiing/floor flat): A = (-248,-256, sky, flat) B = (256, -256, sky, flat) C= (256, 0, sky, sky) Basically, A makes sure there is no surrounding 'wall texture' around your space. The mandatory non-sky textures are hidden by sinking those way below C's floor height. If you want to insert a structure inside space C (such as, a spaceship), you still need to 'break' the double-SKY flat first by bordering it to a sector that has one non-sky flat. This 'break' sector (D) can either be sunk similar to B, or you just simple surround your structure with a very small outlining non-sky floor sector. 0 Share this post Link to post
Cyb Posted April 20, 2003 Mordeth said:See Cyb, yet another classic Doom trick people still want to use :) oh bugger :P 0 Share this post Link to post
netnomad312 Posted April 22, 2003 I use that all the time, since I learned it here... I do it differently, though. I don't have sectors within sectors, I just have a window sector, another sector outside it (like, if the window's 32,96, the outer one is 0,128), and then a third with the same floor/ceiling height (in that case, 0,0). Whenever possible, I also use the same sector refrences to save space. For example, I have a level with multiple "floors" you can traverse by climbing "staircases." Those floors with windows can transfer any sound you make because they have the same sector numbers (BlackFyre, you can do that in WA; it's in linedef properties). It actually works out great. You start on floor 3, but as soon as you fire a shot at the sergeants in the first room, some arachnotrons on floor 4 hear you - and this helps later on, when those arachnotrons will teleport into a certain place on floor 2 once you kill their brethren there (clearing space for them to teleport into - assuming you haven't gone up there and killed them already). 0 Share this post Link to post
Mordeth Posted April 22, 2003 netnomad312 said: I use that all the time, since I learned it here... I do it differently, though. I don't have sectors within sectors, I just have a window sector, another sector outside it (like, if the window's 32,96, the outer one is 0,128), and then a third with the same floor/ceiling height (in that case, 0,0). Whenever possible, I also use the same sector refrences to save space. Yes, but we weren't talking about windows but all-around sky. As in, you're walking inside a sky box. 0 Share this post Link to post
Fletcher` Posted April 22, 2003 I learned that by looking at map15 from the Hell 2 Pay demo. :) (its also where i learned how to do invisible blocks too. :) 0 Share this post Link to post