Pure Hellspawn Posted May 14, 2014 Anyone ever go up to an icon of sin wall and notice that some of the icon is pushed in? You can literally stand on those little edges and it makes the creature look weird from a close up perspective. 0 Share this post Link to post
ReFracture Posted May 14, 2014 Well it is multiple sectors of different heights to create the large demon head, since one big texture wasn't an option as I understand. 0 Share this post Link to post
clamgor Posted May 14, 2014 Indeed that was the case. I find it interesting that the Icon of Sin is a bunch of very small sectors. 0 Share this post Link to post
NiuHaka Posted May 14, 2014 textures couldn't be higher than 128 pixels tall. This is how they "cheat" that limitation. 0 Share this post Link to post
Alfonzo Posted May 14, 2014 As far as we could tell during the development of D2TWiD, it's the only instance in which vertices were snapped to a grid under 8x8 units in size, for both Doom and Doom 2. 0 Share this post Link to post
Wagi Posted May 14, 2014 There were more space-efficent methods of constructing the Icon of Sin, too, that wouldn't have that slope effect. They also screwed up a little on the original one. If you take a close look, one of the textures is mis-aligned. 0 Share this post Link to post
plums Posted May 14, 2014 You can actually stack multiple 2s linedefs on top of each other, and use offsets to change the position of the mid textures to make a seamless-looking icon. Quite sure that there's no tricks like that in doom2.wad though. 0 Share this post Link to post
Doomkid Posted May 14, 2014 plums said:You can actually stack multiple 2s linedefs on top of each other, and use offsets to change the position of the mid textures to make a seamless-looking icon. Quite sure that there's no tricks like that in doom2.wad though. I've never thought of that for large textures, brilliant idea. 0 Share this post Link to post
printz Posted May 14, 2014 plums said:You can actually stack multiple 2s linedefs on top of each other, and use offsets to change the position of the mid textures to make a seamless-looking icon. Quite sure that there's no tricks like that in doom2.wad though. Won't it crash the game occasionally? Also modern editors like Doom Builder will make that job harder. 0 Share this post Link to post
plums Posted May 14, 2014 printz said:Won't it crash the game occasionally? Also modern editors like Doom Builder will make that job harder. Never heard of it causing crashes, but I couldn't say for certain. DB does make it harder, the best way I've found to stack linedefs is to make triangles that share two end vertices, and then delete the middle vertex, making sure merge geometry is off. Best done as the last step in a map, lest you get some automatic merging anyhow. 0 Share this post Link to post
4shockblast Posted May 14, 2014 Pure Hellspawn said:Anyone ever go up to an icon of sin wall and notice that some of the icon is pushed in? You can literally stand on those little edges and it makes the creature look weird from a close up perspective. Yeah, that's what makes Tyson possible on Map 30 of Doom 2, as you can stand on the ledge in front of the brain and shoot through with a pistol. 0 Share this post Link to post
Quasar Posted May 16, 2014 4shockblast said:Yeah, that's what makes Tyson possible on Map 30 of Doom 2, as you can stand on the ledge in front of the brain and shoot through with a pistol. ^^^^ Why DWF needs a "like" button on posts. People forget these things too quickly ;) 0 Share this post Link to post
ReFracture Posted May 17, 2014 Wow that map30 in Tyson.. hell of a watch that. 0 Share this post Link to post