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Question about 3D floor flag 4

Posted: Sun Nov 23, 2008 21:47
by Enjay
*4: 'fog' effect. This is not real fog though, it just draws some translucent colored polygons on the outside of the 3D-floor.
Is it the intention that this flag will obliterate the flats used on the surface 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.
Image

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.
Image

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.

Image

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
}

Posted: Sun Nov 23, 2008 22:09
by ExtremeMachine
off topic but :P

How u got that aim cross?

Posted: Sun Nov 23, 2008 22:15
by Enjay
I made it. Based on one from Red Faction. :)

Go to this page:
http://members.lycos.co.uk/enjay001/
and about 3/4 of the way down the page you will find a file with the heading "Some additional crosshairs for Zdoom".

It's an old file from before you could add your own crosshairs to the crosshair menu (you can still do that with these ones if you want). To use them, just load the file, open the console and type "crosshair XX" where XX is the number of the crosshair you want to use. I think the one in the picture is number 15.

Oh, and if you want to add them to the menu:
http://www.zdoom.org/wiki/XHAIRS

Posted: Mon Nov 24, 2008 14:07
by ExtremeMachine
Enjay wrote:I made it. Based on one from Red Faction. :)

Go to this page:
http://members.lycos.co.uk/enjay001/
and about 3/4 of the way down the page you will find a file with the heading "Some additional crosshairs for Zdoom".

It's an old file from before you could add your own crosshairs to the crosshair menu (you can still do that with these ones if you want). To use them, just load the file, open the console and type "crosshair XX" where XX is the number of the crosshair you want to use. I think the one in the picture is number 15.

Oh, and if you want to add them to the menu:
http://www.zdoom.org/wiki/XHAIRS

nice! i found plenty cool stuff there! =D


I also wonder if it is possible to set a crosshair as standard in game? Soo u dont need to pick one or activate one.

Thanks

Posted: Mon Nov 24, 2008 14:21
by Rex Claussen
And I have quite the opposite problem. I want the water to look clear from outside (as in Picture 1, above, from Enjay's post) and I want the water to be clear but colored underwater. Currently, with the color combinations I am using the underwater color looks foggy. Here are the particulars:

3D Control sector light level = 104
3D Control sector color = Sector_SetFade(214, 40, 119, 205);

Posted: Mon Nov 24, 2008 15:53
by Enjay
ExtremeMachine wrote:I also wonder if it is possible to set a crosshair as standard in game? Soo u dont need to pick one or activate one.
If you've picked it once, it should be remembered from session to session. No need to re-pick it every time. Is that what you mean?

Posted: Mon Nov 24, 2008 16:14
by ExtremeMachine
Enjay wrote:
ExtremeMachine wrote:I also wonder if it is possible to set a crosshair as standard in game? Soo u dont need to pick one or activate one.
If you've picked it once, it should be remembered from session to session. No need to re-pick it every time. Is that what you mean?

yes what i ment :), thanks

Posted: Tue Nov 25, 2008 20:09
by Nash
There's not SCRIPTS lump in your WAD, Enjay. :P

(Yes, I can just copy and paste the script in your firs post)

Posted: Tue Nov 25, 2008 22:18
by Enjay
Yeah, I know. :P

DeePsea doesn't keep a scripts lump in the WAD by default, so I generally don't put them in. Actually, seeing as how they are extra information and not required by (G)Zdoom anyway and the SCRIPTS lump is merely a convention, I like to leave them out of the WAD and just keep them on my HD as separate files. This makes it much easier for me to use my text editor to "search all files" and find something that I know is in "one of those files in my ACS directory" and seeing as how I don't use an embedded editor to edit ACS anyway, a scripts lump is merely unneeded clutter in the WAD as far as I'm concerned.

The only time it causes me any problem is when I put a file online and need to put the ACS source somewhere. Hence including it in the post. ;)