Colouring 3D floor water - how?
Moderator: Graf Zahl
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Colouring 3D floor water - how?
OK, I'm probably missing something obvious here - but how do I make it so that when you are inside a swimable 3D floor, the player's view can have an "underwater colour" applied to it like you can with fake 3D water? My 3D floor is set up nicely - it's translucent and I can swim around in it but when my eyes go below the water surface I can see as clearly as normal. I've tried using Sector_SetFade and Sector_SetColor on the control/model sector but my swimable water is still colourless. Any clues plus any suggestions as to good values to use?
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
- Paul
- DRD Team Admin (Inactive)
- Posts: 1058
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland - Grojec / Radom
- Contact:
Re: Colouring 3D floor water - how?
Use flag 2. It'll restrict the lighting of the 3d floor to between the 3d structure's floor and ceiling, and not cast lighting below it. Check out my map I linked to in the screenshots discussion thread. Translucent 3d swimmable water + underwater haze.Enjay wrote: Any clues plus any suggestions as to good values to use?
- Syfo-Dyas
- Posts: 182
- Joined: Sun Oct 09, 2005 21:54
- Location: Ohio
- Contact:
- Phobus
- Posts: 227
- Joined: Sat Sep 03, 2005 11:48
- Location: Orpington, Kent, England
- Contact:
You set it through Open or Enter scripts (better being Open scripts). All you need to do is make a scripts lump, make a script that looks something like this:
Compile it, and you're done 
Sector_SetFade takes the same arguments, but makes a fog instead of merely colouring the light.
Code: Select all
#include "zcommon.acs"
script 1 open
{
Sector_SetColor(Tag,RRR,GGG,BBB);
}

Sector_SetFade takes the same arguments, but makes a fog instead of merely colouring the light.
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
Re: Colouring 3D floor water - how?
I don't use any flags for most of my coloured water and it works fine. Unless you have floating water, or a room below it, I suppose it doesn't matter.Paul wrote:Use flag 2.Enjay wrote: Any clues plus any suggestions as to good values to use?
Now if only sector_setwind worked on 3d sectors, it would complete a river.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact: