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Posted: Tue Apr 11, 2006 4:19
by solarsnowfall
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.
Posted: Tue Apr 11, 2006 12:56
by Tormentor667
Graf Zahl wrote:Doing soft vertical gradients with this method is much more costly.
But using white gradient additive translucent textures would look almost the same without 3D floors and extra calculations, doesn't it?
Posted: Tue Apr 11, 2006 14:05
by Graf Zahl
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.
Posted: Thu Apr 13, 2006 4:31
by solarsnowfall
It wasn't really that much work to change the flag to what was already there.
Posted: Sun Apr 16, 2006 9:02
by Shinjanji
@Eriance: Use Sector_SetPlaneReflection in an OPEN script. Also, you should be coming here to ask questions about screenshots

Posted: Mon Apr 17, 2006 0:00
by Eriance
Shinjanji wrote:@Eriance: Use Sector_SetPlaneReflection in an OPEN script. Also, you should be coming here to ask questions about screenshots

So it can only be done by scripts? What are the arguments and how are they arranged?
Posted: Mon Apr 17, 2006 0:12
by solarsnowfall
Info
here. Don't forget to include
159:Sector_SetPlaneReflection(3) in your zspecial.acs if it's not already in there.
Posted: Mon Apr 24, 2006 8:22
by SlayeR
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...
Yeah I know its kinda offtopic

Posted: Mon Apr 24, 2006 9:24
by Graf Zahl
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.
Posted: Mon May 15, 2006 16:42
by Tormentor667
@Paul - That looks nice

BTW: How do you do that translucent water effect?
Posted: Mon May 15, 2006 16:53
by Paul
Line 160 (3d floor)
Type: 2
Flags: 2
Alpha: 120 (or something like that)
Posted: Tue May 16, 2006 9:18
by Nash
Can I see the faked radiosity map, Paul?
I've tried several times but can never seem to get that right amount to make it look as beautiful as your screenshot. =)
gmail it to nashbackslash. Thanks!
Posted: Tue May 16, 2006 9:41
by Cutmanmike
Paul wrote:Line 160 (3d floor)
Type: 2
Flags: 2
Alpha: 120 (or something like that)
That texture looks lovely... Now where is it?!

Posted: Tue May 16, 2006 10:01
by Paul
@Nash - the map is here:
http://paul.drdteam.org/Stuff/stuph.rar
@Mike - here it is:

Posted: Tue May 16, 2006 10:01
by Nash
Thanks. =)