by Davitch » Sat Aug 01, 2015 4:58
I am trying to make a map that takes place on star ship, and have some issues/questions regarding using scrolling starry linedef textures to give the impression of flying through space. I know I could do way better with a skybox and (G)ZDoom but it's important to me that this .wad retains PrBoom+ compatibility while also working in ZDoom. I've constructed a small map with a cockpit, window, and a pointy triangle-ish 'room' that contains the star textures. I've set this room's floor to -1024 and ceiling to 1024 (so the floor and ceiling aren't visible) while having the floor of the ship's cockpit at zero, then set either star-textured linedef of the triangle to 'Scroll Wall According To Line Vector'. After looking at the result, I wanted to make it more complex by adding a stack of starry double-sided linedefs with transparent middle textures (just stars with cyan instead of black background.), and making those scroll at a different speed. The first issue I had was getting the transparent middle textures to stay put vertically if I used Scroll According To Line Vector (No matter what the vector is, it doesn't seem to work). I then tried 'Scroll According To Sidedef Offsets', but that involves keeping the y offsets at zero while having the the textures stacked (at -384/-256/-128/0/128... etc.) so I used different sectors with varying ceiling heights in conjunction with 'Create Fake Ceiling And Floor' so that you can see the background stars through the ceilings of the other sectors. That's when I encountered a strange slimetrail-like glitch. It may well in fact be a
slimetrail, but it doesn't seem to be quite the same and only appears in ZDoom (Not PrBoom+). It's like a vertical line that takes a triangular chunk out of the middle texture of one of the foreground stars linedefs. Maybe an issue with my Nvidia drivers or something. The other thing I'm wondering is if there is a better way to do all this while keeping boom compatibility, like a way to trick the engine into wrapping the middle texture from floor to ceiling? I know ZDoom has this as a basic feature, but alas I am stubborn. I know this is all quite complicated. Maybe I should just upload the map here if someone can instruct me how to. Thanks in advance.
Update: Added the wad file as an attachment.
- Attachments
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- Starship (Starfield partially implemented).wad
- (79.68 KiB) Downloaded 124 times
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- Is this a slimetrail?
- Screenshot_Doom_20150731_154517 Scaled Down.png (400.5 KiB) Viewed 4017 times
I am trying to make a map that takes place on star ship, and have some issues/questions regarding using scrolling starry linedef textures to give the impression of flying through space. I know I could do way better with a skybox and (G)ZDoom but it's important to me that this .wad retains PrBoom+ compatibility while also working in ZDoom. I've constructed a small map with a cockpit, window, and a pointy triangle-ish 'room' that contains the star textures. I've set this room's floor to -1024 and ceiling to 1024 (so the floor and ceiling aren't visible) while having the floor of the ship's cockpit at zero, then set either star-textured linedef of the triangle to 'Scroll Wall According To Line Vector'. After looking at the result, I wanted to make it more complex by adding a stack of starry double-sided linedefs with transparent middle textures (just stars with cyan instead of black background.), and making those scroll at a different speed. The first issue I had was getting the transparent middle textures to stay put vertically if I used Scroll According To Line Vector (No matter what the vector is, it doesn't seem to work). I then tried 'Scroll According To Sidedef Offsets', but that involves keeping the y offsets at zero while having the the textures stacked (at -384/-256/-128/0/128... etc.) so I used different sectors with varying ceiling heights in conjunction with 'Create Fake Ceiling And Floor' so that you can see the background stars through the ceilings of the other sectors. That's when I encountered a strange slimetrail-like glitch. It may well in fact be a
slimetrail, but it doesn't seem to be quite the same and only appears in ZDoom (Not PrBoom+). It's like a vertical line that takes a triangular chunk out of the middle texture of one of the foreground stars linedefs. Maybe an issue with my Nvidia drivers or something. The other thing I'm wondering is if there is a better way to do all this while keeping boom compatibility, like a way to trick the engine into wrapping the middle texture from floor to ceiling? I know ZDoom has this as a basic feature, but alas I am stubborn. I know this is all quite complicated. Maybe I should just upload the map here if someone can instruct me how to. Thanks in advance.
Update: Added the wad file as an attachment.