Julian Posted November 4, 2001 Fredrik Johansson has updated the Frad Design pages with a new editing trick he has just discovered.I finally figured out how to create a perfect double sky. That is, one that does not cause HOM, does not block the player or projectiles, one that does not make any ugly streaks high up there. I am shocked that it took me a year to figure out this incredibly simple solution.Here is a screenshot of the effect. The news post continues with some thoughts about Vrack 3 and its insane number of linedefs, and finally ends up with a scary and evil laugh and the promise to make "the most extreme DOOM2 map ever". 0 Share this post Link to post
Fredrik Posted November 4, 2001 Btw, it isn't really a "new editing trick". It's just a very old one, with a modification that I think not many people have discovered. At least, I have not seen it i any WAD yet. 0 Share this post Link to post
Guest gems Posted November 4, 2001 uh, isnt that just f_sky1 used as both flat and ceiling texture? 0 Share this post Link to post
Fredrik Posted November 4, 2001 No, using F_SKY1 for both floor and ceiling causes HOM. 0 Share this post Link to post
Fredrik Posted November 4, 2001 Hall of mirrors, the thing you also see when a wall is missing a texture. 0 Share this post Link to post
Law Posted November 4, 2001 I don't recall seeing that before. Do all source ports and vinilla do this ? 0 Share this post Link to post
Fredrik Posted November 4, 2001 Boom does, and doom2.exe in most cases afaik. 0 Share this post Link to post
KinkaJoy Posted November 4, 2001 I figured out how to do that a long time ago. I have an old (unreleased) Deathmatch level that's on a space station, with no HOM or anything. 0 Share this post Link to post
Fredrik Posted November 4, 2001 It's actually not as simple as you may think. Especially not when you have a room that is 20000x20000x20000 units huge and want to load it with complex buildings and miscellaneous tricks that require bleeding sky effects etc. Hmm. The way I did it from the beginning (Vrack 1) was inspired from a trick used in a map in HR2. That method is obviously not as good. Heh. 0 Share this post Link to post
mystic Posted November 4, 2001 I couldnt find it on your site (nice site)but looking at the screenshot it looks like you just used f_sky1 for the floor and ceiling. You oviously dont have many wads in your collection if you have never seen this done before, its a feature I have used many times without any problems. (if you fall off the outside edge of some of my mystic series wads you will see it). 0 Share this post Link to post
Fredrik Posted November 4, 2001 "it looks like you just used f_sky1 for the floor and ceiling" No, I didn't. And you are using Legacy for your maps. 0 Share this post Link to post
Swedish Fish Posted November 4, 2001 That screenshots looks like poop. With those streched skies I can see pixel blocks. pixelicious... 0 Share this post Link to post
Fredrik Posted November 4, 2001 It's because I forgot to turn off ZDoom's stretch sky option. 0 Share this post Link to post
Fredrik Posted November 4, 2001 I think it's on by default from the first time you start ZDoom. I have turned it off several times, but those changes don't save when launching from Deepsea (something about response files). 0 Share this post Link to post
Swedish Fish Posted November 4, 2001 Are all my posts bitter and acidic? If so, I must try and stop =) 0 Share this post Link to post
Mordeth Posted November 4, 2001 http://www.3ddownloads.com/showfile.php3?file_id=105596 This is the zipped-up version of Hykkelbjerg's former "Doom Editing Pages". Try one of the example levels, which demonstrates the same effect. Still, nice screenshot :) 0 Share this post Link to post
inferno_45 Posted November 5, 2001 hmmm.....it DOES cause a HOM when you use F_sky1 as both a floor and a ceiling texture. I wonder why.... 0 Share this post Link to post
mystic Posted November 5, 2001 Thats a good reason for using Legacy. Heres one I did earlier today http://www.murray6.pwp.blueyonder.co.uk/3ddoom/mystic5.zip and heres a screenshot http://www.murray6.pwp.blueyonder.co.uk/3ddoom/mystic5.jpg No-one else has seen these yet so keep it a secret 0 Share this post Link to post
Fredrik Posted November 5, 2001 I don't know why it happens technically. It seems that it renders fine with just the empty sectors. But if there is a visible wall between the floor and the ceiling, it will cause the bug. Something dumb about Doom's rendering... 0 Share this post Link to post
mystic Posted November 5, 2001 I could swear I have seen this in old wads (before Legacy/zdoom etc). A wad called spcial2b, which was made to show off all kinds of editing tricks had a whole room that was like floating in space, even the door was invisible once closed. Im sure my friend Joe Peat used this in a little deathmatch wad called EVA, way back in 1996. Like you I have had problems doing it but usually resort to copying from the wads that have it already by writing down every detail about the relevant sectors/linedefs and trying to duplicate them. I suppose we should both spend some time on Mordeths help pages 0 Share this post Link to post
mystic Posted November 5, 2001 LOL, I should have checked that link Mordeth posted first, its that spcial2b wad. Theres some really clever stuff in there. Thanks Mordeth. 0 Share this post Link to post
Fredrik Posted November 5, 2001 Interesting... but I use a different method... 0 Share this post Link to post
Jon Posted November 6, 2001 ooh look at me, I've found a wad effect but I refuse to tell you all!!! whats that? its already been discovered over 5 years ago? shock no! Well I STILL wont tell you!! 0 Share this post Link to post
Fredrik Posted November 6, 2001 Bah... there's no reason to tell it. You would laugh :) 0 Share this post Link to post