Transparent Flats

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
Planky
Posts: 25
Joined: Sun Sep 04, 2005 8:41

Transparent Flats

Post by Planky »

Is it possible in gzDoom to have partly transparent flats? or is there a simpler method I can use?

Reason being is that I want to have bloody foot prints appear to be heading towards the player when he walks into a room.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Transparent flats need to have something behind them. That limits them to stacked sectors and 3D-floors. And there they work.
smg m7
Posts: 81
Joined: Mon Sep 26, 2005 17:48
Location: Here, I hope.
Contact:

Post by smg m7 »

So cyan ixels in a flat will be transparent when put on a 3D Floor? That's extremely helpful.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Be careful. It is not that simple. Flats between F_START/F_END don't have transparency. You have to use a texture with transparent parts.

And again: Cyan is *not* equivalent with transparency! It only masks the transparent parts for most WAD tools and is a totally arbitrary choice.
smg m7
Posts: 81
Joined: Mon Sep 26, 2005 17:48
Location: Here, I hope.
Contact:

Post by smg m7 »

True, but it is the most common entry. And how do you put a texture on a floor? I'm in need of some elaboration here.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Just enter the name of a wall texture into the field instead of a flat name.
smg m7
Posts: 81
Joined: Mon Sep 26, 2005 17:48
Location: Here, I hope.
Contact:

Post by smg m7 »

Oh. That's cool. It works with any texture, I suppose, then?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Indeed. And flats on walls as well.
smg m7
Posts: 81
Joined: Mon Sep 26, 2005 17:48
Location: Here, I hope.
Contact:

Post by smg m7 »

Is this in normal Zdoom too? That could lower file sizes immensly.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Sure. It has been added 2.5 years ago.
Planky
Posts: 25
Joined: Sun Sep 04, 2005 8:41

Post by Planky »

Graf Zahl wrote:Transparent flats need to have something behind them. That limits them to stacked sectors and 3D-floors. And there they work.
Indeed. How to I make the 3d floor invisible while still having the texture on top of the floor visible?

Edit: I imagine a null texture on the sides of the 3d floor would work.
Locked

Return to “GZDoom”