It'd be great to have the ability to set the brightness levels independently for the lower, mid & upper textures on a sidedef. It'd allow for fake shadow casting like this among other uses:
http://infosuite.duke4.net/index.php?page=ae_walls_b4
Moderator: GZDoom Developers
This lights the entire destination sector, rather than One thing to keep in mind:Caligari87 wrote:ExtraFloor_LightOnly
So this will have any other limitations/oddities associated with 3D floors.Note that this is implemented as a Sector_Set3DFloor with invisible textures, so sector effects such as damaging specials are also transferred.
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