by NeuralStunner » Mon Apr 23, 2012 2:36 pm
Attached is an example map with a couple quasi-liquid 3D sectors (with steps in the bac so you can get out), and two darkened sectors. The "blood" side is given a bright red fade color, the "water" side uses default fading and is at 128 brightness. The rest of the map is fully bright.
Noted problems:
- When under the "blood", the sector fog should be bright red (0xFF0000). It's only half the correct color(0x7F0000).
- When under a 3D surface, you can see the red zone. (Limitation of software 3D floors I guess.)
- When inside the red area, it looks mostly correct, though the darker tones from the east sector will vanish if a 3D floor is in sight.
GZDoom has some different issues, which are
posted in its forum.
Attached is an example map with a couple quasi-liquid 3D sectors (with steps in the bac so you can get out), and two darkened sectors. The "blood" side is given a bright red fade color, the "water" side uses default fading and is at 128 brightness. The rest of the map is fully bright.
Noted problems:[list=1]
[*]When under the "blood", the sector fog should be bright red (0xFF0000). It's only half the correct color(0x7F0000).
[*]When under a 3D surface, you can see the red zone. (Limitation of software 3D floors I guess.)
[*]When inside the red area, it looks mostly correct, though the darker tones from the east sector will vanish if a 3D floor is in sight.[/list]
GZDoom has some different issues, which are [url=http://forum.drdteam.org/viewtopic.php?t=5836]posted in its forum[/url].