Sprites in the distance (like the statues in the screenie above) should be displayed as the average between the fog and the actual fullbright color.
(Thu hard with 8bit)
Moderator: GZDoom Developers
Chris wrote:Umm.. fixed? Forgive my ignorance, but how? Obviously, in maps like Darkmere, and other "fogged" areas, you don't want fullbright sprites lit, but in maps where the fadecolor was off just a little bit(to give, say, a slightly brown-tinged fade effect, which I think what LWM was trying to do some time back), you want them lit still. Maybe adding another parameter to Sector_SetFog, or whatever, to indate whether or not to fade fullbright sprites..
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