Transfer_Wall/Ceiling/FloorColor

These are not rejected - but are not considered highly important right now.

Moderator: GZDoom Developers

Post Reply
User avatar
scalliano
Posts: 2856
Joined: Tue Jun 21, 2005 1:16 pm
Location: Ireland

Transfer_Wall/Ceiling/FloorColor

Post by scalliano »

Dunno if this has been suggested already, and I know that coloured sector lighting isn't to everyone's taste, but hear me out.

This would work in the same way as Transfer_Wall/Ceiling/FloorBrightness, but would refer to a sector's colourmap. This could be used to vastly improve how they look, giving scope for coloured spotlights, fake D64 effects, and so on.

I would certainly make use of it. Opinions?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49187
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Transfer_Wall/Ceiling/FloorColor

Post by Graf Zahl »

If the code wasn't such a total and utter mess to comprehend I would have added it long ago. So I'm sorry but this is something only Randy can do.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49187
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Transfer_Wall/Ceiling/FloorColor

Post by Graf Zahl »

Just to note, this is still on the want-to-have list, but first we need a clean state for the software renderer where it can be done without losing one's sanity over the global variable abuse in the old version.
Post Reply

Return to “On Hold Suggestions”