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Path: cdrom.com!barrnet.net!parc!biosci!hubcap.clemson.edu!darwin.sura.net!howland.reston.ans.net!europa.eng.gtefsd.com!newsxfer.itd.umich.edu!uunet!newstf01.cr1.aol.com!search01.news.aol.com!not-for-mail
From: scott46901@aol.com (Scott46901)
Newsgroups: alt.games.doom
Subject: Re: DOOM: A couple of questions regarding HOM
Date: 28 Jul 1994 17:52:04 -0400
Organization: America Online, Inc. (1-800-827-6364)
Lines: 15
Sender: news@search01.news.aol.com
Message-ID: <3199a4$id@search01.news.aol.com>
References: <01.1994Jul27.16h15m03s.PAUL-0100000@TDR.COM>
NNTP-Posting-Host: search01.news.aol.com
In article <01.1994Jul27.16h15m03s.PAUL-0100000@TDR.COM>, PAUL@tdr.com
(Paul Robinson) writes:
>>From some or most angles the wall or door is normal in appearance.
- From one or more angles of viewing, the door's texture vanishes and it
becomes invisible, causing a hall of mirrors effect.
Two possibilities. One is the one you suggested. Maybe the node builder
messed up. You might try BSP1.2 to build the nodes. The other
possibility is that there are too many linedefs visible at one time. If
it's a particularly complex room, this could be the problem. Especially
since you said it only occurs when looking from certain angles.
Scott