by Risen » Tue Oct 05, 2004 9:50 pm
I'm using transfer_heights in mode 14
(8+4+2) to create relatively complex underwater areas with just one sector tag.
I have sectors where the real ceiling is below the fake floor. While the sectors draw normally, any sprite iside these sectors is invisible. They reappear as soon as they move to a sector where the real ceiling is higher than the fake floor. This is visible when the player is under the fake floor in the water area. I have not tested looking into it from another sector outside the tagged area.
I'm interested in other solutions than changing the rendering engine, but I need to use the palette blending that is available with transfer_heights.
I'm using transfer_heights in mode 14 [url=http://www.zdoom.org/wiki/index.php?title=Transfer_Heights](8+4+2)[/url] to create relatively complex underwater areas with just one sector tag.
I have sectors where the real ceiling is below the fake floor. While the sectors draw normally, any sprite iside these sectors is invisible. They reappear as soon as they move to a sector where the real ceiling is higher than the fake floor. This is visible when the player is under the fake floor in the water area. I have not tested looking into it from another sector outside the tagged area.
I'm interested in other solutions than changing the rendering engine, but I need to use the palette blending that is available with transfer_heights.