deathbringer Posted July 22, 2004 I'm wondering how this trick is done, but i am looking for how it is done in Vanilla/Boom (not the zdoom way), ive seen it done in PS Final doom (havent played the PC one) so i assume it is possible 0 Share this post Link to post
Ichor Posted July 22, 2004 deathbringer said:but i am looking for how it is done in Vanilla/Boom (not the zdoom way) 0 Share this post Link to post
Twiztid Posted July 22, 2004 I've never seen it done in a non zdoom wad. 0 Share this post Link to post
exl Posted July 22, 2004 I'm sure PS Final Doom used an updated engine. Your best bet is ZDoom. 0 Share this post Link to post
Ichor Posted July 22, 2004 I've seen it done once, but it was in an example wad which was showcasing a bug in BSP. 0 Share this post Link to post
Demigod Posted July 22, 2004 exl said:I'm sure PS Final Doom used an updated engine. Your best bet is ZDoom. I think playstation had a moving sky in one of the final doom levels. 0 Share this post Link to post
deathbringer Posted July 23, 2004 Yes and it had coloured lighting and a 'burning sky' in the end of doom and most of doom 2, ah well, i'll have to just make a gigantic area... 0 Share this post Link to post
Sharessa Posted July 23, 2004 I think you do it by making a sector with f_sky as the floor and the ceiling and lower the ceiling to the floor. Someoen explained it to me once, and I think thats how it works. 0 Share this post Link to post
Manc Posted July 23, 2004 Danarchy said:I think you do it by making a sector with f_sky as the floor and the ceiling and lower the ceiling to the floor. Someoen explained it to me once, and I think thats how it works. This is how you would make a sky that surrounds you, but for infinite horizon, you'd have to play around with missing lower/upper textures and whatnot. As Ichor said it's about using exploits of bsp. 0 Share this post Link to post
Quasar Posted July 24, 2004 Eternity has this capability through one of its portal line types. 0 Share this post Link to post
Lutrov71 Posted July 24, 2004 Not sure, but maybe you could: Make a large sector with FWATER and the sky. Make another sector around that and lower the ceiling to the floor but keep the floor as FWATER. Make sure there is no above or below textures or anything. 0 Share this post Link to post
deathbringer Posted July 24, 2004 Nah that just 'erases' the floor and makes the sky surround you. I'll try dans method out anyway. I'm really looking to make this work in EDGE GL, and GL ports dont tend to like some effects with missing textures anyway, i know that 'crystal sectors' make HOMs in GL ports for one...or maybe i didnt do them right... 0 Share this post Link to post
Graf Zahl Posted July 24, 2004 deathbringer said:Nah that just 'erases' the floor and makes the sky surround you. I'll try dans method out anyway. I'm really looking to make this work in EDGE GL, and GL ports dont tend to like some effects with missing textures anyway, i know that 'crystal sectors' make HOMs in GL ports for one...or maybe i didnt do them right... In GL you won't be able to create an infinite horizon with cheap hacks at all. The kind of projection this requires cannot be simply faked. Even ZDoomGL doesn't yet handle ZDoom's infinite horizon special. 0 Share this post Link to post
chilvence Posted July 24, 2004 Can anyone tell me how they did it in the serious sam tech demo? Was it just a ludicrously huge stretch of land? 0 Share this post Link to post
Nmn Posted July 24, 2004 I played Serious Sam and mapped for it. It's just a really HUGE terrain, the horizone is finit. Sorry to spoil, but You asked for it. 0 Share this post Link to post
Bashe Posted July 24, 2004 Do you mean the horizon trick like in zdctfmp2.wad map14 where it looks like the ocean is going forever? 0 Share this post Link to post
deathbringer Posted July 24, 2004 Probably, but mainly for ddmpack.wad (or something like that, its recent anyway) for skulltag where it looks like the ocan of lava goes on forever 0 Share this post Link to post
Ichor Posted July 24, 2004 tnt3.wad (ZDoom) uses that trick extensively in the second map. 0 Share this post Link to post
chilvence Posted July 24, 2004 Nmn said:I played Serious Sam and mapped for it. It's just a really HUGE terrain, the horizone is finit. Sorry to spoil, but You asked for it. I had to find out someway :( Although it was a good fake, what if you did something like that and rendered it through a portal - surely that would be a close enough hack? 0 Share this post Link to post
timmie Posted July 25, 2004 yeah, that's one of the reasons I want to move to a portal engine for the new ZDoomGL engine. 0 Share this post Link to post
deathz0r Posted July 25, 2004 Just make a huge surrounding sector that's about 8192x8192 (depending on the size of your level) and do what Dan said. 0 Share this post Link to post
deathbringer Posted July 25, 2004 Ah i could try that, or use a skybox when EDGE supports them, though apparently 1.29 is gonna be moving to some 'new wad format', that i'm not sure i'm happy about, i'll keep making them the old way until they stop supporting it (as i'm sure they will), then i'll have to start including 1.28a zipped in with my wads... 0 Share this post Link to post
DarkknightXC Posted July 25, 2004 deathbringer said:apparently 1.29 is gonna be moving to some 'new wad format' The possible new wad format is currently in discussion and certainly will not be in 1.29. We do not plan to drop support for the existing WAD format even if a new format is implemented. 0 Share this post Link to post
chilvence Posted July 26, 2004 timmie said:yeah, that's one of the reasons I want to move to a portal engine for the new ZDoomGL engine. Thats actually really intruiging. Will this be something like Ken's polymost renderer, in that you could possibly make moving sectors and stuff? 0 Share this post Link to post
timmie Posted July 27, 2004 basically the renderer would behave like Prey's renderer, but it would just extrapolate the portals from the bsp rather than being placed manually. I don't see any reason why you couldn't have moving sectors with it. 2 sided segs are essentially portals, along with skyboxes and the Line_Horizon trick. I'm hoping that going with a full portal engine will make it easier support the software engine hacks as well. 0 Share this post Link to post