Thanks, I'll check it out!mamaluigisbagel wrote: ↑Tue Nov 01, 2022 2:35 pm I was using Lt. Typhon, and the map as I said is Vanguard.
Edit
This is the floor reflection tags. Change the hd_postprocessor to look like this:
Code: Select all
if (rl_CVar.rl_floor_reflections.GetBool())
{
for(int i = 0; i < Level.Sectors.Size(); i++)
{
Sector sec = Level.Sectors[i];
int tag = 12500 + int(sec.GetTexture(FLOOR));
AddSectorTag(i, tag);
limits.Push(int(sec.LightLevel * rl_CVar.rl_dim_min.GetFloat()));
}
}
for(int i = 0; i < Level.Sectors.Size(); i++)
{
Sector sec = Level.Sectors[i];
limits.Push(int(sec.LightLevel * rl_CVar.rl_dim_min.GetFloat()));
}
Edit
This will be fixed for the next version. Added a sector tag iterator to see if the tag is already used.