- Exhibit 1 (Marine): The 3D floor is given x/y ceiling pan. This looks correct in world view, but there's no pan on the AM.
- Exhibit 2 (Zombieman): The target sector is given x/y floor pan. While this makes the AM look correct, it shouldn't! The target sector is affecting how the 3D floor appears. Also it looks wrong in world view if you peek under the 3D floor.
- Exhibit 3 (Shotgun Guy): Same as #1, but with rotation instead. Note the same problem.
- Exhibit 4 (Imp): Also rotation, same principle as #2. Once again, messing with the control sector makes it "look right" but introduces other problems.
3D Floors + UDMF Effects, Inaccurate Textured Automap
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- NeuralStunner
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3D Floors + UDMF Effects, Inaccurate Textured Automap
Example map included. Compare the world view results to the textured automap appearance. (Since the room is otherwise symmetrical, I marked each floating platform with a corpse. Creeeeepy.
)
- NeuralStunner
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- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
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- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
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Re: 3D Floors + UDMF Effects, Inaccurate Textured Automap
Awesome, thank you. 
