Question about 3D floor flag 4
Posted: Sun Nov 23, 2008 21:47
Is it the intention that this flag will obliterate the flats used on the surface of the 3D floor?*4: 'fog' effect. This is not real fog though, it just draws some translucent colored polygons on the outside of the 3D-floor.
When I use a 3D floor to make water, I haven't found a good way to make the floor look "cloudy" from the outside. If I set a fade in the control sector, the underwater area is cloudy, but is clear from the outside.
If I use flag 4, the water has a cloudy/misty effect from the outside and the inside, but the detail on the water surface goes.
A solution that I have just thought about is setting up a thin 3D floor using flag 0 that sits slightly above another floor using flag 4. However, this seems an unecessarily complex way to go about it.
So, is this intended behaviour or is there something wrong?
In case this doesn't happen on everyone's system, here are some screen shots:
Normal 3D water. It's misty when you are in it, but clear from the outside.
This is the first room from the attached WAD.

Flag 4 3D water. It looks misty both inside and out, but all the detail of the FWATER flats has gone. This is room 2 in the attached WAD.

Finally, my solution. A flag 4 pool with a 1 unit thick flag 0 floor sitting above it. Misty inside, misty outside and FWATER visible on the surface. This is room 3 of the attached WAD.

The script in the WAD is nothing more than:
Code: Select all
#include "zcommon.acs"
Script 1 OPEN
{
Sector_SetFade(2, 0, 79, 165); //Watermap colour
}