(New page: see Linedefs; a "false wall" is a "2S" (two-sided)linedef, with a middle texture, often with lower unpegged flag set, and Impassable flag OFF, an example of this is [[E1M1: Hangar]...) |
(rewording, wikilinks, category, merge tag) |
||
Line 1: | Line 1: | ||
+ | {{merge|Making a false wall}} |
||
⚫ | |||
+ | |||
⚫ | A "'''false wall'''" is a two-sided [[linedef]] with a visible middle texture, often with the [[Linedef#Linedef flags|lower unpegged flag]] on and the [[Linedef#Linedef flags|impassable flag]] off. An example of this can be found in [[Doom]] [[E1M1: Hangar]]: it is impossible to see inside the secret passage from the zig-zag room, while it is possible to look out of the passage while being in it. It is recommended to use a different flat for the sector behind the false wall linedef (if the same flat is used, the middle texture will bleed into the floor, ceiling, or both, especially if the sector is less than 128 units high and the texture is 128 units in height). The false wall linedef can also have a texture on both sides. |
||
+ | |||
+ | [[Category:Advanced level editing]] |
Revision as of 14:14, 10 June 2008
It has been suggested that this article or section be merged with [[::Making a false wall|Making a false wall]]. (Discuss)
A "false wall" is a two-sided linedef with a visible middle texture, often with the lower unpegged flag on and the impassable flag off. An example of this can be found in Doom E1M1: Hangar: it is impossible to see inside the secret passage from the zig-zag room, while it is possible to look out of the passage while being in it. It is recommended to use a different flat for the sector behind the false wall linedef (if the same flat is used, the middle texture will bleed into the floor, ceiling, or both, especially if the sector is less than 128 units high and the texture is 128 units in height). The false wall linedef can also have a texture on both sides.
Community content is available under CC-BY-SA unless otherwise noted.