Sector_SetPlaneReflection (159)

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
doomexpert
Posts: 103
Joined: Tue May 04, 2010 7:57

Sector_SetPlaneReflection (159)

Post by doomexpert »

how can i get shiny floors? i have multiple sectors so the 159 option is not defined by the script editor but i dont want to make stacked sector because i have a lot of sectors in 1 sector. so for the performance i make the reflection so small possible so what is the best way to make a reflective floor. i search on zdoom wiki and i cant find wad files.
User avatar
NeoHippo
Posts: 408
Joined: Tue Sep 13, 2005 0:47
Location: British Columbia Canada

Re: Sector_SetPlaneReflection (159)

Post by NeoHippo »

Do you mean that a script does not work?

Code: Select all

#include "zcommon.acs"

script 1 open
{
    Sector_SetPlaneReflection (1, 96, 0);
}
You don't really have to make the reflection as small as possible, you just have to keep the number of reflections to a minimum.
doomexpert
Posts: 103
Joined: Tue May 04, 2010 7:57

Re: Sector_SetPlaneReflection (159)

Post by doomexpert »

ok it works, just a correction.. :)

The number of reflection to minimum, also when i set it to one sector tag
for example: tag 1 and all the 10 sector too tag 1. rather then give (each sector) an different sector tag.

so what you mean that i dont lose performance when i have more sectors what is reflected when the sector is isolated from other sectors?
User avatar
Salad Viking
Posts: 40
Joined: Mon Aug 23, 2010 21:50
Location: A hot air balloon traveling over Chile

Re: Sector_SetPlaneReflection (159)

Post by Salad Viking »

If you have a lot of reflective floors on screen at once, it slows the game down. If you have one larger reflective floor, it won't slow your game down as much.
Locked

Return to “GZDoom”