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When you make a 3D floor, the control sector sets the brightness for the areas below the 3D floor. I want to have bright lava under a 3D bridge, but don't want the bottom of the bridge to be fully bright. I tried using the "Set Floor Brightness" special but the 3D floor seems to override it. Is there another way (besides using Brightmaps or something). Or do I need to make a paper-thin 3D floor just above the lava?
Are you using UDMF? If so, I believe you can set the floor/ceiling brightness on the sector directly. (In GZDoom Builder, you can do it in the "Edit Sector" window or with CTRL+Mouse wheel in Visual Mode IIRC) Would that work for what you want?
phantombeta
Tired of being treated like trash by control freaks
If I recall what Graf told me, using Hexen format does not allow you to set brightness in 3D sectors. UDMF, on the other hand, is probably a completely different situation.
What few maps I converted from Hexen to UDMF seemed to be seamless. I can't think of anything that needed fixing, apart from getting rid of my script to set sector colors and instead just going through and setting them all directly.
Could I use the GLDefs Glowing Flats/Walls to achieve the same thing? I'm assuming that just makes the texture always full-bright? Like what "bright" does for sprites. Assuming that works and I do it that way, can I assume it won't work for QZdoom?
Or brightmaps and a specific version for the underside of the 3D floor, although it would be less hassle to just go with UDMF. Honestly (and I do speak from experience) if you are using Hexen format you may as well be using UDMF.