problem with neighboring 3D floors

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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ellmo
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problem with neighboring 3D floors

Post by ellmo »

Yes, when I create 3D floors that are non-solid and have less than 255 traslucency, their walls may be visible from the inside of a neighboring 3D floor, even when it has the same tag.

It's kind of frustrating, when you're trying to build something that looks like a pool of thick slime or mud, no translucency is the only option to recieve lightning from Dynamic Lights...

Any way to deal with it? I think I've tried all the flags and types, and came up with nothing.
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Enjay
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Post by Enjay »

Flags should work if you can set things up to take this into consideration. Set the flags so that the 3D floor will use either the upper or lower side of the containing sector rather than the control sector and then don't put anything on those upper/lower sides.

If that fails (it shouldn't, I'm pretty sure I've used that myself) then perhaps try a totally transparent texture and use it on the 3D floor line with normal flags.
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ellmo
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Post by ellmo »

But then viewing the 3D floor somewhere else outside, would also show no side textures :|
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Post by Enjay »

Yeah, that's why I said if you can take it into consideration - I meant if you can set your level up so it doesn't matter.

Remember though, when you do this, the texture on the outside of each line bounding the 3D floor can be set individually by the upper/lower texture on it. So, you could have some sides with a texture on and others without. Will that not work in your particular situation?
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