Page 1 of 1

[r1548] - Seeing things through 3D skybox

Posted: Sat Mar 30, 2013 16:50
by Xeotroid
Hi,
I've noticed weird graphical bug in the latest build of GZDoom - you can see through 3D skybox and see floors a things in sector(s) behind it. Here's an example:
I don't know, if it is the same on the older versions of GZDoom, but I hadn't any problem with this. :)

Re: [r1548] - Seeing things through 3D skybox

Posted: Sat Mar 30, 2013 19:06
by Enjay
Can you post a link to this map (or any map that shows the problem) please?

Re: [r1548] - Seeing things through 3D skybox

Posted: Sat Mar 30, 2013 19:56
by Xeotroid
Ok, here it is (Don't mind that it's uncomplete - I'm working on it :D):
https://dl.dropbox.com/s/uppwzsecutsp89 ... TUBbw&dl=1

You have to skip to Map03, because I deleted first two maps and some files for sake of size.

Re: [r1548] - Seeing things through 3D skybox

Posted: Sat Mar 30, 2013 21:40
by Enjay
OK, well I've had a look at your map. Unfortunately, I don't usually use DoomBuilder myself, but I tried because this map is in UDMF format. However, this means that I'm not very familiar with how the program does stuff*. However, I'm pretty sure that your sky-showing sectors around the berserk pack are not set up properly. I reconfigured them to how I think they should be and the problem went away.

For info, the same area doesn't show properly in ZDoom either - though there it's all just a HOM effect. I know the map is for GZDoom but, If it's set up properly, there's no real reason why ZDoom shouldn't be able to show that part of the map correctly. So, I think this bug just comes down to mapping error.

Specifically, I think that the way you have set up your sectors means that the player can see a wall that has no texture on it. Because of that, the player can look right through the void to the next bit of architecture. Of course, you "see" the back of that wall, but there is noting on the back of that wall (due to it being a single sided line) so you see the hanging objects beyond it in the play area of the map.

Whether my explanation is correct or not, I can say for certain that setting up this type of effect in the way that I normally would removes the problem.




*Ye gods, it took me ages to even place a new skybox picker - I mean, how do you place a new item of the same type and same arguments as another one already on the map? The traditional highlight one and then press insert that works on nearly every other map editor I have tried didn't work and I resorted to ctrl-c ctrl-v.

Re: [r1548] - Seeing things through 3D skybox

Posted: Sun Mar 31, 2013 12:21
by Xeotroid
That's weird. I thought that you just simply place Skybox Picker to sector with Sky, and to first argument you add TID of wanted Skybox Viewpoint and you're done. :)
The windows itself is just sector with F_SKY on Ceiling and Floor, no texture on linedefs and with Skybox Picker set to pick Skybox Viewpoint 2 (Momentally I have 2 3D skyboxes on the map).

Also, I don't see any reason, why it shows HOM in ZDoom, too. I was using it for about 20 minutes before I downloaded GZDoom. But it is basically GZDoom without OpenGl, right?

---

You can place the same thing by selecting the existing thing and Ctrl + C & V / Ctrl + dragging it to place you want. Or you can make a new one and set it to same aspects. :)

Re: [r1548] - Seeing things through 3D skybox

Posted: Sun Mar 31, 2013 12:45
by Enjay
Just placing a skybox thing in a sector makes that sector use the view from the skybox for its sky, but it still needs to conform to all the usual rules for making a sky. The sectors in question on your maps are (from memory) set to have a height of 104 units (floor 24, ceiling 128 I *think*). The means that there is visible space between the floor and ceiling that the player can look into and see the wall behind. That wall has no texture on it and no sector behind it. The engine doesn't know what to draw there so, in GZDoom you get what you saw and in ZDoom you get the HOM effect.

The easiest way to fix this on your map would probably be to make all those problem walls type 9 (line horizon). Before you do that, it might be worthwhile putting textures on all the lines that currently lack them and then have a look at the map in game because that allows you to see the walls and it might help show you why these areas were problematic.

If you want to achieve the effect using traditional mapping methods, then you'll need to add a second sector behind the existing one in each window, bring its ceiling level right down to the floor level and also give the new sectors a skybox camera picker.

I tried both methods on your map and they worked fine.

[edit] I've attached a copy of your map. It has been edited so that the window on the left is untouched apart from putting textures on the problem walls so that you can see them. The window that is straight ahead has been given line type 9 and the one on the right has been done with an extra sector. I took out the sounds and the big skull graphic to make the file small enough to attach.

semi related: Is it possible to create a vertex in the middle of an existing line without picking the "linedefs/split linedef" menu option in DB2? I'm used to a right-click doing that or a ctrl-s.

Re: [r1548] - Seeing things through 3D skybox

Posted: Sun Mar 31, 2013 13:37
by Xeotroid
Thanks, it works! Anyway, I tried to not changing the linedef position and I only applied Line Horizon effect on it and it works! And, in my opinion, it looks better in editor than that "deepening lens". :)

---

You can use Insert key to add vertex to the linedef. Use Vertice tool and press Insert when your cursor is in middle of the linedef. Or you can make a new linedef (also with Insert) and make it half the length of the original linedef long. You can change key preferences in Tools > Preferences > Controls. ;)

Re: [r1548] - Seeing things through 3D skybox

Posted: Sun Mar 31, 2013 20:20
by Enjay
Glad that you got it sorted. Thanks for the DB tips too. :)