My suggestion is adding something like the reflective floor effect to a wall, like the already available mirrors. What I mean is to allow for soemthing to set a reflection to a wall like you can do with the floors, while leaving the wall texture partially visible.
It's not really an important, or even necessary suggestion, just something that some people may like.
Reflective walls
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Yeah, I was thinking about that, but I didn't know if that would ruin compatibility with older wads or not, for whatever reason. If it wouldn't, then it sounds like it would be the perfect way to get the same effect.Graf Zahl wrote:You could also add an alpha parameter to Line_Mirror. This would really be a trivial change.
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Would it be possible to make reflective lower textures using this method?
For example, just for fun I made the floor in the opening area of map01 reflective, but the faces of the steps being non reflective kind of looked out of place.
I suspect it's one of these things that just won't be possible - by their very nature, lower textures will not have void space behind them and I dunno how many recursions such a thing might try and force. Just asking.
For example, just for fun I made the floor in the opening area of map01 reflective, but the faces of the steps being non reflective kind of looked out of place.
I suspect it's one of these things that just won't be possible - by their very nature, lower textures will not have void space behind them and I dunno how many recursions such a thing might try and force. Just asking.
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Yes. For the same reason as walls: The visibility clipping code can't properly do its work when some solid geometry gets in the way. For sloped floors there's also a major problem with recursion issues. For non-sloped floors the ugly cases are easy to avoid. For slopes that would be no longer possible.
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