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hotpockets

Invisible texture

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Yeah set midbars or something as a middle texture and isn't there a tutorial that covers all of this?

Oh yeah there is. Seriously, check it out. It may be for DB1 but all the concepts are basically the same.

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DuckReconMajor said:

What we just said. Just don't texture that impassable 2 sided wall.


you make no sense. i just see null

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hotpockets said:

you make no sense. i just see null


No I think you just can't comprehend a post. Anyway, just look at
DuckReconMajor's wad, or the youtube videos.

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hotpockets said:

Wait! Darn my fast typing! I meant to say is there a texture you CANT see and CANT go through?

A texture you can't see? Yeah, use "-". (Or alternatively AASTINKY in Doom, AASHITTY in Doom 2.) If there's no texture, you can't see it.

A texture you can't go through? Utterly impossible. This is not decided by the texture. It's decided by the linedef. Set it as impassable. Example: the windows looking over the courtyard with the nukage pool in E1M1.

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I think the user is asking for this. Easy:

Place a sector inside a sector, without touching any boundary! Make the new sector ALMOST as tall as the container.

Done. Now you have an invisible perfect wall.

Gez: not entirely true, because 3dmidtex walls are decided by the texture :D

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printz said:

Gez: not entirely true, because 3dmidtex walls are decided by the texture :D

It's something that's only present in Eternity and ZDoom's close family.

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