A few bonus tips about the "Create fake ceiling and floor" BooM trick (for the dummy sector): If you create a custom COLORMAP and place it inside "c_start and c_end" lumps inside the WAD file, you can make it look like you're seeing under the liquid with that tint! Add on the friction option to slow the player down and the effect is almost perfect! (falling into the liquid is still fast though, no way around that). Also you're not restricted in how high you can make your deep water sector!
I remember back in the day I had nested deep water. I don't remember if I tried islands or not. You can go really deep. The catch....you can't go below the player view point. If you do the graphics completely glitch out.
You would probably not want to do that in Vanilla, because it would result in a HOM (Hall of Mirrors) effect. Essentially the Vanilla Doom Engine can only render one floor at a time, and if the player is below the floor, it wouldn't know what to draw and so it would just look like a missing texture. However in Boom ports, they come with a blue water colourmap, that is displayed over the player view if the player goes under the water. I'm not exactly sure how it's coded, but the HOM effect doesn't happen under the water in Boom.
A few bonus tips about the "Create fake ceiling and floor" BooM trick (for the dummy sector): If you create a custom COLORMAP and place it inside "c_start and c_end" lumps inside the WAD file, you can make it look like you're seeing under the liquid with that tint! Add on the friction option to slow the player down and the effect is almost perfect! (falling into the liquid is still fast though, no way around that). Also you're not restricted in how high you can make your deep water sector!
Hey man thanks for the vanilla deep liquid, good tutorial too, easy and quick
That was very helpful mate! I was looking for a staightforward tutorial for this fir months!
I remember back in the day I had nested deep water. I don't remember if I tried islands or not. You can go really deep. The catch....you can't go below the player view point. If you do the graphics completely glitch out.
I like to use a dummy sectir with clear water. For gzdoom at least. I like it more like that
Was playing eternal doom and got curious how they did this effect. I love when modders exploit small engine quirks to create features
Дружище, спасибо тебе! Актуально в 2021 (без шуток!)
Thanks a lot!
Do you know what would happen if you make the floor super deep and have doomguy go under the water?
In vanilla doom
You would probably not want to do that in Vanilla, because it would result in a HOM (Hall of Mirrors) effect. Essentially the Vanilla Doom Engine can only render one floor at a time, and if the player is below the floor, it wouldn't know what to draw and so it would just look like a missing texture.
However in Boom ports, they come with a blue water colourmap, that is displayed over the player view if the player goes under the water. I'm not exactly sure how it's coded, but the HOM effect doesn't happen under the water in Boom.
@@Arsinikk cool