(not sure if it's a bug or just one of those things, but anyway)
I've been experimenting with 3D floor water of late to see what I can do with it...and while I was trying to flood a room with it, I got some weird lighting bugs when applied to a sector with another 3D floor in it. I've tried every hack I can think of (except the obvious one of flooding to 1 unit below the ceiling and changing flat, which won't work with sloped ceilings) but I always ended up losing the underside of the bridge, or the fade effect or something else.
Anyone got any ideas to help solve it?
(the test wad shows the effect, and also the effect on slopes as an aside)
[r300] 3D floor water and flooding
Moderator: Graf Zahl
- The Ultimate DooMer
- Persecution Complex
- Posts: 152
- Joined: Tue Nov 08, 2005 23:04
- Location: Industrial Zone
- Contact:
[r300] 3D floor water and flooding
- Attachments
-
- 3dwflood.zip
- (1.83 KiB) Downloaded 62 times
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: [r300] 3D floor water and flooding
The problems here come from something that is unsupported: You may not construct situations where 3D floors in the same sector intersect.
The engine can't handle this. And please don't make a feature request. This violates one of the basic properties of a sector plane: It can not be split into parts with different properties.
The engine can't handle this. And please don't make a feature request. This violates one of the basic properties of a sector plane: It can not be split into parts with different properties.