View Full Version : Proper sky paradox.
November 15th, 2008, 06:44 PM
Right now I'm making a single-level wad for vanilla doom and I have this concern. I saw a snapshot of an example level where FATAL attempted to make a small building with the walls of the building are lower than walls surrounding it. It seems that the sky bleeds over the area where you should see the walls over the top of the building. In my wad I may be doing something similar, but I haven't tested it yet. Anyone have an idea to avoid the sky from doing that?
November 15th, 2008, 06:54 PM
The only way to avoid that, really, is to be meticulous about how the player views the shorter walls. Which is to say, test, test, test, and test it again from every possible viewpoint the player might have during play. Due to perspective, it would be a lot easier to pull off the effect in a smaller area. A large outdoor area with sky paradoxes isn't unreasonable to expect some "bleeding."
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