Flag to not render mid texture?

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
grahf78
Posts: 24
Joined: Sun Jun 21, 2020 10:11 pm
Graphics Processor: nVidia (Modern GZDoom)

Flag to not render mid texture?

Post by grahf78 »

Is it possible to achieve this effect using GZDoom-UDMF without the use of 3D floors?
Spoiler:
Basically it is a sector with a lower height than the surrounding sky and a null midtex. In Doom 64, there is a flag to make the midtex not renderable by the engine, which makes it look like it's floating.

In GZDoom, I've tried making it transparent, but cannot replicate the effect. This is how it looks:
Spoiler:
Gez
 
 
Posts: 17938
Joined: Fri Jul 06, 2007 3:22 pm

Re: Flag to not render mid texture?

Post by Gez »

The 3D effect in Doom 64 is unrelated to its midtexture render flag; it's due to a difference in how skies are rendered by the engine compared to the original. What you need to use is the [wiki]sector type[/wiki] 89 in all the sky-ceilinged sectors around the hover platforms.
grahf78
Posts: 24
Joined: Sun Jun 21, 2020 10:11 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Flag to not render mid texture?

Post by grahf78 »

*facepalm* You're absolutely right, I got confused and thought it was that flag, while it's an engine thing.

That sector special is what I was looking for, thanks!

EDIT: UDMF property noskywalls also works and might be the preferred method because it doesn't overlap with any pre existing specials.
Post Reply

Return to “Mapping”