
v0.3 development Alpha 1 recently released.

(woo, top of page 400)
Is that a bunch of 3-d floors with increasing transparency?esselfortium wrote:Leilei: 3D-what? Just do what Espi did in his ED4 map: http://sl4.poned.com/screens/espimap/DOOM0069.png (or alternate technique around the stream for fewer sectors but technically incorrect flat alignment http://sl4.poned.com/screens/espimap/DOOM0068.png )
....no, it's not GZDoom. First shot is three or four transitional textures, made from mixing the two textures with increasing opacities, and the second shot uses a custom gradient texture and flat-alignment linedefs.Nash wrote:Is that a bunch of 3-d floors with increasing transparency?esselfortium wrote:Leilei: 3D-what? Just do what Espi did in his ED4 map: http://sl4.poned.com/screens/espimap/DOOM0069.png (or alternate technique around the stream for fewer sectors but technically incorrect flat alignment http://sl4.poned.com/screens/espimap/DOOM0068.png )
Spoiler:ive already got a very rough floor layout for most of the 1st floor, currently there is not much in the way of height variation. nor will there be for the most part of the 1st floor. while this is intentional i just cant help but be reminded of wolfenstien somehow...
Spoiler:
Code: Select all
SetHudSize(320, 240, 1);
SetFont("COVER");
hudmessage (s:"a"; HUDMSG_PLAIN, 2, 0, 0.5, 0.5, 0);
SetFont("SMALLFONT");
hudmessage (s:"LEVEL COMPLETE !"; HUDMSG_PLAIN, 1, 0, 1.5, 0.5, 0);
http://zdoom.org/wiki/SetHudSize#Coordinate_BehaviourBig and yellow box that no one reads wrote:Note: The coordinate meanings are changed completely after using the SetHudSize function. Please see the Coordinate Behavior section for instructions on how to position text messages and images after the hud size has been set.