I managed to do it with pitched flat sprites with no physics presence, and invisible 3D floors for collision. In order to create the piece of geometry I desired (a 45 degree ceiling window to an alien greenhouse), I put the solid, yet completely unrendered 3D floor where I needed it to be, and made an actor which used the texture of the glass. I then carefully positioned the flatsprite actors directly over the 3D floor, so they'd be rendered where the 3D floor wouldn't.
The result is in the image. (Obviously there are some problems with my alignment, but that will be fixed through further tweaking)
Spoiler:This is the code of the sprite things.
Code: Select all
ACTOR Abstract_FakeTexture {
-SOLID
+NOGRAVITY
+NOBLOCKMAP
+NOCLIP
+NOTRIGGER
+Flatsprite
Radius 32 // I made it wide so it'd be easy to grab in 3D mode
Height 8 // I made it short so I could put it close to a sky ceiling
}
ACTOR Tex_LabGlass : Abstract_FakeTexture 13668 {
RenderStyle Translucent
Alpha 0.2
States {
Spawn:
T_LG A -1
Loop
}
}
ACTOR Tex_LabGlass_45 : Tex_LabGlass 13669 { // Specially suited for lining it up at a 45 degree angle.
// Pitch 45
YScale 1.4142 // This is the length of the hypotenuse of a right triangle where both sides are 1.
}