3D Floor as water - any color ambiance?

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PixelWAD
Posts: 188
Joined: Sun Jun 10, 2018 7:01 pm

3D Floor as water - any color ambiance?

Post by PixelWAD »

Hi, I'm using a 3D floor as an swimming pool. It works perfect, but it does not look right when submersed. Is there any way to give it a blue tint look, like in Duke 3D?

https://youtu.be/_IuQMOIS_vw?t=26s
Gez
 
 
Posts: 17828
Joined: Fri Jul 06, 2007 3:22 pm

Re: 3D Floor as water - any color ambiance?

Post by Gez »

Yes of course.

The simplest is to set use the fog color property of the 3D floor's control sector. Then use its light level to control how thick the fog is. Here's an example.
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Kappes Buur
 
 
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Graphics Processor: nVidia (Legacy GZDoom)
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Re: 3D Floor as water - any color ambiance?

Post by Kappes Buur »

Or, for exact color settings

1. Use ACS scripting
  • Code: Select all

    #include "zcommon.acs"
    
    script 200 open
    
    {
    // 213:Sector_SetFade (tag, r, g, b);
        Sector_SetFade  (2, 5, 5, 125);
        
    // and/or
    
    // 212:Sector_SetColor (tag, r, g, b, desat);
        Sector_SetColor (2, 5, 5, 175, 0);
        
    //  other stuff if needed
    }
2. Use Thing types
  • 9039 FadeSetter
    and/or
    9038 ColorSetter
and place them into the control sector
Gez
 
 
Posts: 17828
Joined: Fri Jul 06, 2007 3:22 pm

Re: 3D Floor as water - any color ambiance?

Post by Gez »

I believe SetFade corresponds to the fog, and SetColor to the light color, so you can set those with sector properties in UDMF (like I did in my example map) instead of ACS or setting things. I think the fade/fog makes more sense for a liquid than light, too; though I guess light could apply for a glowy liquid like nukage or lava.
PixelWAD
Posts: 188
Joined: Sun Jun 10, 2018 7:01 pm

Re: 3D Floor as water - any color ambiance?

Post by PixelWAD »

Groovy!
212243-01.jpg
212229-01.jpg
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