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LUCKY MUD

Dmapedit problem

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This is my first post here, have mercy.
I started out with DEU and then went to DMAPEDIT v4.3, which I'm useing now. (btw I have a list of Doom textures that wont work in Doom2, if anyone wants it). My problem is, on the level I'm working on I have a wall that you can walk on, but as you move around on the wall, at a couple of corners, if you are at the right angel and at the right place, you'll see a thin vertical line of the wrong texture coming off the corner. If you move it goes away. I know this might be nit-picking, but it bugs the hell out of me. I run Check Everything and everything is OK. I've checked the side defs in the place where the wall is and everything is OK. Can anyone help?

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This could be two things.

1) Leaky sector. But you or the error checker would have seen this I'm sure.

2) Just a bug in the DooM engine that you probably aren't going to be able to fix. I believe E1M1 of the original doom has this in the hallway before the zig-zag slime room, if you look towards the imps on top of the plateau. I've been seeing a lot of these in my current wad I'm working on too.

Actually there might be a way to fix it, but nobody has ever told me.

EDIT: http://www.doomworld.com/vb/showthread.php?s=&threadid=21049&highlight=texture here is the thread I am remembering, just didn't feel like searching for it before.

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Well, It looks like it's just the way it is. Thanks for the help, Epyo. I'll see if Zennode works. Mancubus, I guess no screen shots.

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It must be a "slime trail"! :P Sometimes I get that problem with little polygonal sectors, to create lighting effects or glasses or dishes. Very often Zennode solves perfectly this problem! :) So I suggest that you try to build nodes with it. ;)

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iori, I went to the site and downloaded the zennode zip file. Unziped it and used zennode.exe on the wad and it worked like a charm. Thanks. You'll see me here again when I start using dehacked, most likely.
Thanks again.

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