CrazyDoomguy Posted November 20, 2017 Only in a specific map happen these skys glitch. This glitch make me see trought wall and I can see another rooms... If I copy this map and move on another level, the problem with sky is the same, also something is wrong witch map. I dont see any mistace of routing, because in all maps is ok... what sort of problem can be? 1 Share this post Link to post
Misty Posted November 20, 2017 Maybe include screenshots how this looks in game or in builder? 0 Share this post Link to post
Nine Inch Heels Posted November 20, 2017 Upload the map, tell us where to look exactly, and we might fix it. 0 Share this post Link to post
Diabolución Posted November 21, 2017 Are walls / textures fully transparent and you can see through them à la x-ray vision? Something like these infamous rendering glitches of pSX 1.13 when emulating Doom for PlayStation? https://www.youtube.com/watch?v=cXMYEB-L_hs Try another node builder(s) for that map. 0 Share this post Link to post
CrazyDoomguy Posted November 21, 2017 (edited) Here is mystical WAD... On level 14. Walk on area where sky to see. https://www.dropbox.com/s/mh8ovj2pwg9js7w/32W1.zip?dl=0 Edited November 21, 2017 by CrazyDoomguy 0 Share this post Link to post
Death Destroyer - 4.7m4d Posted November 21, 2017 hey @CrazyDoomguy , this might seem a bit irrelevant , but try TASing this : 0 Share this post Link to post
Diabolución Posted November 21, 2017 Ok, it seems another problem. Output of PrBoom-Plus says SKY3 is missing, complains about missing textures and refuses to run it, with plutonia.wad as IWAD. GZDoom, which complains about F_START and F_END markers (there are two instances of the latter), can run it, and there are obvious HOMs in the outdoor zone. It sounds to me like messed up TEXTURE1/PNAMES lumps, and it’s interesting that you have swapped them, according to wad-js viewer. Another user who can run Slade3 may give you more accurate instructions to fix your wad. 0 Share this post Link to post
Misty Posted November 21, 2017 Try recompile texture set and use base(from Doom2) TEXTUREx lump for your custom textures. Everything is messy, to be honest. I could try recompile everything, but no promises. 0 Share this post Link to post
CrazyDoomguy Posted November 21, 2017 (edited) I know how make compatibel for prboom, but I want that some watch on Gzdoom. On prboom is ok. I watched it Here is link (prboom): https://www.dropbox.com/s/mh8ovj2pwg9js7w/32W1.zip?dl=0 Edited November 21, 2017 by CrazyDoomguy 0 Share this post Link to post
Diabolución Posted November 21, 2017 Leaving aside the messed up TEXTURE1 / PNAMES (you should import them from the base IWAD and edit them, not write them from the scratch) and others lumps, it seems for me a possible bug or issue of the hardware renderer (or the internal node builder of GZDoom, perhaps), which freaks out. Software rendering of PrBoom-Plus does work OK. Your first version I have cleaned and rebuilt using DeuTex and ZenNode (yes, DeuTex and ZenNode for DOS) does the same thing: https://www.dropbox.com/s/8ikbelyws2q0wb1/cleaned.zip?dl=1 0 Share this post Link to post