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I'm not entirely sure if this is a problem with the actor, or a problem with my rendering settings.
I made a bloodspot via Flatsprite and Floorhugger. It looks like this:
actor RDXBloodSpot
{
gravity 2.0
projectile
+nodamage
+painless
+thruactors
-nogravity
+floorhugger
+flatsprite
scale 0.5
speed 0
height 1
radius 16
states
{
Spawn:
TNT1 A 0 nodelay A_JumpIf(waterlevel >= 1, "Nothing")
TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3","Spawn4")
Spawn1:
BLOF A 1
goto SpawnLoop
Spawn2:
BLOF B 1
goto SpawnLoop
Spawn3:
BLOF C 1
goto SpawnLoop
Spawn4:
BLOF D 1
goto SpawnLoop
SpawnLoop:
BLOF "########" 35
stop
Nothing:
TNT1 A 0
stop
}
}
Now, I have the problem that, at certain angles, it is drawn above other sprites that are near it. Looks fine from this angle. From another angle: Drawn above the marine. This happens with different actors.
I'm really not sure what to do here. I have attached my config-file, if that helps. There might be something wrong with my rendering options, but I really do not know which one it could be.
Any help is greatly appreciated.
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Pretty sure that's because the rendering engine has trouble with the concept of above/below, it only really considers ahead/behind. So in your image, the bloodspot is rendering over the marine because it's technically the item in front. A similar effect happens with voxels if I recall correctly.
This has been noted many times in the past but has yet to be fixed. I think because it would require some significant work, including rewriting large parts of the renderer to use z-buffering or something like that.
Ah, OK.
I don't think this is the case with 3D-Models. If I remember correctly, the Ketchup-Mod uses those for BloodSpots, and that issue does not seem to be present there. Maybe I'll try this out.