Graf Zahl wrote:Doing soft vertical gradients with this method is much more costly.
Well sure, it looks a hell of a lot better too... I'll look into an alternative option. There's an added depth there I don't think textures alone can capture, you'd have to see it in motion I guess.
The difference is the top and bottom planes. However, those don't work properly in 1.0.04 so solarsnowfall's work might all be in vain. The next version will have a considerable risk of breaking the effect unless he uses transparent textures for it.
Heh, so Graf, ever get anywhere with the extradata stuff? I was really looking forward to that It'd remove the need to use scripts for stuff like Sector_SetPlaneReflection, and probably more importantly Sector_SetFloor/Ceiling Rotation/Scale...
Unfortunately not. I had little to no time from January to March to invest in this and when I finally had the time Randy came along and gave me access to ZDoom's code so it got pushed back again. I have had some ideas how to organize it but it hasn't gone very far. But now that I have added almost everything I could with ZDoom it might be an option to do it. Writing a parser for a simple text format can't be that hard.
I hope I get it running quickly but I'm not sure it won't be ready for ZDoom 2.0.99 (or GZDoom 1.0.05) though.