![]() Wall portal The portal's surface is on a wall. Pass-through portal Passing through such a portal is possible and allows to seamlessly get to the associated area. However, the portal remains impossible to pass through and no-clipping through it shows that there is actually nothing. Sight-only portal When looking at a portal surface, instead of seeing the surface, the player sees another part of the map. In a way, the sky in Doom can be thought of as a type of floor/ceiling portal, since the ceiling or floor does not display its flat in the normal manner, but instead shows a projected wall texture from a fixed viewpoint. The difference between a portal and a camera texture is that the angle and pitch of the viewpoint always match that of the player looking through the portal. A surface, such as a wall, a floor, or a ceiling, becomes a "window" allowing to see another part of the level. As this is basically how a single sector is rendered anyway, they don't use a large amount of resources, so this should be the preferred method of creating multi-level structures, as opposed to using the resource-intensive portals.Portals allow a map to have a geometry not normally possible in a "2.5D" engine such as Doom. For optimization purposes, it is important to understand that this effect works by creating new visplanes to be rendered in the sectors which have the tag.Actor hits floor / ceiling doesn't work on Swimmable 3D Floors due to a limitation.If the control sector has a fade color, it will be used as the palette blend within and underneath the 3D floor.TERRAIN-based damage and friction are transferred as well. ![]() Sector damage on the control sector is transferred to the target sectors.But due to the way the Doom engine is doing this, it does not work for the Vavoom-type! 3D floors can move up and down by moving the model sector's floor and ceiling.A same sector cannot have both a 3D floor and a Transfer_Heights effect.Translucent 3D floors may create glitches in the display of XY-billboarded sprites.Odd results may happen if they are not aligned. When making a sloped 3D sector make sure that the control sectors are aligned with the in-game sectors on the editing grid.They can be either sloped or translucent, not both. Sloped translucent 3D floors cannot be defined.Sloped 3D floors are not available in the software renderer.1024: Resets lighting effects created by 3D floors above this 3D floor.Applies control sector's fade color to the area below this 3D floor. 64: Renders the 3D floor using additive translucency.32: Uses a sidedef's lower texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.16: Uses a sidedef's upper texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.8: Ignores the bottom height of the model sector and draws top and bottom of the 3D floor at the model sector's ceiling height.This flag is not implemented in the software renderer and currently produces undefined results! Also tints the view when inside and below this 3D floor, depending on the lighting settings for the 3D floor. Fills all 3D floor surfaces with solid color using control sector's fade color. Logically this is only useful if the 3D floor is not solid. 2: Restricts the lighting properties into the area between the 3D floor's top and bottom.1: Disables any lighting effects created by this 3D floor.You can shoot through solid 3D floors but not through non-solid ones. 32: If you add 32 to the type the shootability rules will be inverted.Monsters can see through solid 3D floors but not through non-solid ones. 16: If you add 16 to the type the visibility rules will be inverted. ![]() Using 4 alone is an "undocumented hack type that can be used to patch some missing texture hacks the engine can't detect".
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |