Setting the fade color of all sectors w/ F_SKY1 without tags
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Setting the fade color of all sectors w/ F_SKY1 without tags
Is there a special command in MAPINFO or something which will allow someone to change the fade color (Sector_SetFade) of all sectors with F_SKY1 as the ceiling texture WITHOUT putting the same tag on all these sectors?
Here are my problems:
1. I have a pioneer town built, and since none of the houses are parallel to each other, I need to use the FloorAlign special (and seperate tags) to align the roof flats on these houses so they look nice.
Now, when I incorporate my day/night system, I need to change the SetFade color of all the outdoor sectors, including the skybox. However it'll look strange if I change the fade color of all the non-roof sectors first, then the roof sectors one by one (it'll look like it's still day on the roofs during the transition to night).
2. In my sky box, I have a sun and moon decorate things. I'm also changing the SetFade color in the sky box as well but I DO NOT want my sun and moon things to get their colors changed...
I have complicated solutions to both of these, but I would like to know if something simpler exists. Thank you guys once again for all your help!
Here are my problems:
1. I have a pioneer town built, and since none of the houses are parallel to each other, I need to use the FloorAlign special (and seperate tags) to align the roof flats on these houses so they look nice.
Now, when I incorporate my day/night system, I need to change the SetFade color of all the outdoor sectors, including the skybox. However it'll look strange if I change the fade color of all the non-roof sectors first, then the roof sectors one by one (it'll look like it's still day on the roofs during the transition to night).
2. In my sky box, I have a sun and moon decorate things. I'm also changing the SetFade color in the sky box as well but I DO NOT want my sun and moon things to get their colors changed...
I have complicated solutions to both of these, but I would like to know if something simpler exists. Thank you guys once again for all your help!
Hmm...
What color is the outdoor fog when using the outdoorfog parameter?
(white 255, 255, 255 I assume?)
Oh, and one last thing...
I just checked on the wiki (trying to fix my problem # 2). Here's what it says about the DECORATE flag +NOSECTOR:
What color is the outdoor fog when using the outdoorfog parameter?
(white 255, 255, 255 I assume?)
Oh, and one last thing...
I just checked on the wiki (trying to fix my problem # 2). Here's what it says about the DECORATE flag +NOSECTOR:
Does it really make it "invisible" i.e. no actor can see it? (If not, I'm thinking it might exclude my sun and moon from the Sector_SetFade sky color changes).The All Powerful Wiki wrote: NOSECTOR
Object is not linked into the sector. This makes it invisible and excludes it from certain physics checks.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Just a little clarification: If you don't want an actor to be drawn he preferred method is
RenderStyle None
instead of
+NOSECTOR.
As the Wiki says this flag excludes the object from certain physics checks. For invisible monsters this is highly undesirable. This flag is mostly for invisible markers or other special items that don't interact with the game.
RenderStyle None also reduces the probability of being seen by other monsters but it doesn't disable it.
RenderStyle None
instead of
+NOSECTOR.
As the Wiki says this flag excludes the object from certain physics checks. For invisible monsters this is highly undesirable. This flag is mostly for invisible markers or other special items that don't interact with the game.
RenderStyle None also reduces the probability of being seen by other monsters but it doesn't disable it.
If a sector has any other fade than "00 00 00", then the bright flag is ineffectual. Otherwise the sprite would stand out of the fog and look terrible. There have been screenshots. Verily, it was bad. Trust me.Risen wrote:I thought fades were done from bright being left unchanged to dark being the full color faded to.
You specify the fog colour yourself. Here's a couple of mine:Mr. Tee wrote:Hmm...
What color is the outdoor fog when using the outdoorfog parameter?
(white 255, 255, 255 I assume?)
map MAP37 "RG Base O Z"
cluster 20
sky1 NJSKY27 0.0
outsidefog "80 80 80"
music D_DDTBL3
fallingdamage
next EndGame1
map MAP88 "Disease"
cluster 54
sky1 NJSKY05 0.0
music N_0015
outsidefog "CB 7F 4F"
fallingdamage
next EndDemon