Flag to not render mid texture?

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Flag to not render mid texture?

Postby grahf78 » Sun Apr 18, 2021 6:28 pm

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:
grahf78
 
Joined: 21 Jun 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: Flag to not render mid texture?

Postby Gez » Mon Apr 19, 2021 12:31 am

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 sector type 89 in all the sky-ceilinged sectors around the hover platforms.
Gez
 
 
 
Joined: 06 Jul 2007

Re: Flag to not render mid texture?

Postby grahf78 » Mon Apr 19, 2021 12:56 pm

*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.
grahf78
 
Joined: 21 Jun 2020
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)


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