Skybox textures in open area of map.

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!

Moderator: GZDoom Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Post Reply
Braxton
Posts: 8
Joined: Sun Jul 30, 2017 3:48 pm

Skybox textures in open area of map.

Post by Braxton »

So currently I'm making a wad that is supposed to look like it was made by an amateur, i.e. missing textures, non-symmetrical rooms with uneven lengths, etc. I'm using UDMF(which I've pretty much gotten the hang of) as I have more creative variety with it than I do with the other formats, and this is my first problem with it. Did I do anything wrong with the usage of F_SKY1?
If it helps, I was trying to make an open area with stairs and pillars for the player to spawn into when I encountered that issue. I have no clue how I encountered it.


In-game

In visual mode
User avatar
Cherno
Posts: 1337
Joined: Tue Dec 06, 2016 11:25 am

Re: Skybox textures in open area of map.

Post by Cherno »

Did you apply the sky texture to a linedef?
Guest

Re: Skybox textures in open area of map.

Post by Guest »

Looks like something went wrong with how gzdoom builder interprets lines and vertices. Do a map error check in GZDoom Builder, it should find a bad linedef, try to move it around a bit and run with gzdoom. Then if it won't work either GZDoom should give a list of problematic linedefs, move them around again and see if this helps.
Guest

Post by Guest »

For now I'm going to try to just redo the open section. Wish me luck.
Guest

Re: Skybox textures in open area of map.

Post by Guest »

Man you can also try using "create a sector" tool and manualy come along the sectors. You could also PM me the map.
User avatar
Darkcrafter
Posts: 590
Joined: Sat Sep 23, 2017 8:42 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Contact:

Re: Skybox textures in open area of map.

Post by Darkcrafter »

Forgot to log in when posting the replys lol. Sometimes it's just that Doom Builder treats one sided linedefs (e.g. linedefs that face void) like two-sided ones. In this case there is no other solution that drawing new lines on the top of previous ones, sometimes it's even that you got a vertice that doesn't clip to some linedef, so zoom in and inspect the problematic area carefully and if you see that a vertice doesn't clip into a linedef right click on it and drag it aside but don't forget to enable snapping before you do this.
Post Reply

Return to “Mapping”