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3D floors gone too far?
Posted: Thu Oct 06, 2005 21:55
by solarsnowfall
A new teleport device? A warp core from some space ship? Does this kill your machine? If you liked the "volumetric" clouds, you may wanna check this out.
http://solarsnow.drdteam.org/insanotest.rar
Build time roughly 1 hour.
Posted: Thu Oct 06, 2005 22:22
by wildweasel
That is incredible.
Posted: Thu Oct 06, 2005 22:29
by Cutmanmike
Doesn't lag me at all and looks fine.
Posted: Thu Oct 06, 2005 22:36
by Paul
Wow..
Can't believe this is still a 11 old engine

Posted: Thu Oct 06, 2005 22:58
by Psycho Siggi
No lag, lots of wow
Posted: Fri Oct 07, 2005 0:06
by SlayeR
Nice

Now if only there was a way to generate 3d floors via ACS rather than needing all those dummy sectors

Posted: Fri Oct 07, 2005 0:12
by Graf Zahl
That would be much less flexible. The dummy sector's properties are used for the 3D-floor after all. That includes light effects, texture changes etc. How would you do that with an ACS-defined 3D-floor.
One question: The feature is limited by the 8-bit tag size. If I implement a method for more tags, what should I do:
1. Create a new special with different args
2. Use the unused 5th arg as the tag's high byte
Posted: Fri Oct 07, 2005 0:14
by Graf Zahl
Paul wrote:
Wow..
Can't believe this is still a 11 old engine

It isn't. The oldest code in the GL renderer is 4 years old and the 3D floor stuff 3 years at most.

Posted: Fri Oct 07, 2005 0:16
by Soultaker
SlayeR wrote:Nice

Now if only there was a way to generate 3d floors via ACS rather than needing all those dummy sectors

That is like asking if Valve can make it so people can by-pass Steam when running their games.
Posted: Fri Oct 07, 2005 0:32
by solarsnowfall
Graf Zahl wrote:One question: The feature is limited by the 8-bit tag size. If I implement a method for more tags, what should I do:
1. Create a new special with different args
2. Use the unused 5th arg as the tag's high byte
Could you please elaborate? I don't think I understand the nature of the limitation.
Posted: Fri Oct 07, 2005 0:36
by wildweasel
Killmur wrote:That is like asking if Valve can make it so people can by-pass Steam when running their games.
Yes, except in this case you won't get banned if you manage to find an alternate solution.
Posted: Fri Oct 07, 2005 0:42
by Graf Zahl
solarsnowfall wrote:Graf Zahl wrote:One question: The feature is limited by the 8-bit tag size. If I implement a method for more tags, what should I do:
1. Create a new special with different args
2. Use the unused 5th arg as the tag's high byte
Could you please elaborate? I don't think I understand the nature of the limitation.
255 tags = 255 different 3D floors at most and nothing else to do in the map. I just checked Hi-Tech Hell which had more than 200 3D-floors and still used lots and lots of tags for other things. 255 may simply not enough.
Posted: Fri Oct 07, 2005 0:49
by solarsnowfall
That's what I thought. I assume using the 5th argument would allow for another 255? How would the second option work?
Posted: Fri Oct 07, 2005 0:55
by Graf Zahl
It would allow for another 65200. The other option would be a new special but a nicer placement of the hi-tag arg.
Posted: Fri Oct 07, 2005 1:15
by solarsnowfall
While option 2's benefits are readily apparent to me, option 1 is still a bit foggy for me (the dumb mapper) and I don't expect you to teach me. My experience using things in ZDoom that use hi/low tag arguments is limited to cameras, (not fully understanding) wich is just enough to get by.
I do agree, if I were to make an entire map, and wanted to detail it like that insanotest.wad posted above, 255 would be too limiting.