
Room over room effect
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- Cutmanmike
- Posts: 11353
- Joined: Mon Oct 06, 2003 3:41 pm
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Yes, it wouldn't work in that kind of case, which certainly does inhibit the usefulness (effectively just turning it into floor/ceiling decals.) Transparency in flats, though... now that would be nice since there is support for fake floors/ceilings which you can go above and below. Rendering probably would still problematic though, I guess. I believe stacked sectors support translucent flats (hence you can see through them to the other side), but they don't have the capacity to innately transistion through the floor/ceiling. Of course, this is really probably just because stacked sectors are just rendering a sector which is physically located somewhere else in the level, hence you can't actually move into it directly.HotWax wrote:The problem in this case isn't that ZDoom is incapable of mapping a sprite (which is just another form of image) to the floor or ceiling. The issue is to be made useful (for use as bridges and other 3D objects), the sprite would have to be drawn between the floor and ceiling, and transparency rendering would need to be implemented. Currently the flat drawing code allows for neither.
Hmm...
So even if you assume the translucent flats could somehow be extended to make transparent flats, and that the effect could futhur be applied to regular fake floors, you still run into the limiting factor that the flat "flood-fills" the area it is visible in.
Heh... you could make a huge texture that is mostly transparent and only has what you want to show up in the exact spot that you need it. And then if you wanted to use it again in another room, you could make another huge texture.
Erm... I'm sure you can have multiple stacked sectors next to each other, so you wouldn't have to make a large texture for every stacked area. My point was that, to my knowledge, you can't make (for example) a grated walkway where you can see through parts of the floor to the sectors that are "below".
You can, though I don't know if the flats bleed if you enable them on some and not others. I haven't tried that one. Though, if they don't... then you could make a walkway like that by actually drawing out the grated sectors. You'd just have to suffer the restrictions that stacked sectors have: you can't "go down" without some ACS teleportation work, you can probably forget having enemies in the area and they don't have the intelligence to handle the situation, etc.Erm... I'm sure you can have multiple stacked sectors next to each other, so you wouldn't have to make a large texture for every stacked area. My point was that, to my knowledge, you can't make (for example) a grated walkway where you can see through parts of the floor to the sectors that are "below".
Hmm... might be a nifty effect to try at least. I'm going to go see if stacked sectors' flats bleed.
EDIT: Alright. No bleeding, but that's because it's either all or nothing on visible flats. Interestly enough, even though you use multiple stacked sector things to create the effect with multiple sectors, it's only one of the things whose value actually control the translucency value of the entire stack (specifically, the thing which lines up the stacked sectors with the opposite half.)
If you utilize ACS and sector actions correctly, you can make the player fall through the floor seamlessly. You still wouldn't be able to shoot switch on floor 1 from floor two or vice versa, but at least you could drop down to get to itjobro wrote:So you can't drop thru to another sector right? That isn't very useful imho. That limits the user alternatives quite a bit since you cannot shoot a switch on floor 1 standing on floor 2.