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Darkhaven4

jDoom 3D Floors?

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How exactly do you do a 3D Floor / self referencing sector in jDoom?

E.G. Doom 64 map01, map22...etc.

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The "3D floors" in Doom 64 TC are fake. They're done by moving silent lifts when the player approaches them, thus creating the illusion of 3D rooms.

I may be wrong. I believe I read this at Doom Depot.

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Darkhaven4 said:

How exactly do you do a 3D Floor / self referencing sector in jDoom?

E.G. Doom 64 map01, map22...etc.


with some GL ports, if you have a sector with a sky ceiling and another sector inside that has F_SKY as its ceiling texture, and you lower it almost all the way to the floor, you would be able to see through it, without no "sky void". I call this the cloaking effect, since this allows you to make pillars invisible, so lets say if you got a 256 tall room, and have a sector lowered from the ceiling with a normal ceiling texture with a height of 96, have another sector with f_sky as the ceiling texture lowered to about 128 (surrounding the 96 height sector). When you load up zdoomgl etc, you would see that a part of that 96 height sector has been covered up and can see though it without any homs. This gives that 3d effect.

Jdoom however is a different story. Its renderer makes it difficult to achive this and requires to make the cloaking sector self-reference, plus have another sky sector covering up the cloaking sector as well to prevent sky holes/voids. So this requires two layers of sectors covering up the effected sector.


confused?

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