Hydrus Posted February 26 I have some self-referencing slime pits in the level I'm almost finished with, and while they look just fine in the editor and GZDoom, it looks like this in DSDA-doom. (The slime is supposed to be level with the NUKE24 textures.) How can I fix this? 0 Quote Share this post Link to post
Stabbey Posted February 26 What is the effect you're trying to achieve? An invisible floor which is higher than the slime, or do you want deep slime? If you want deep slime, my suggestion is to make a little lip all the way around - and I do mean ALL the way around - the perimeter of the slime pit which is at the level you want the slime to appear. Lower the middle to where you want the actual floor level to be, and leave the sides of the lip untextured. That will result in the texture of the lip flooding over the middle area, it should look normal and then look deep once you're in it. To make steps out, put little sectors inside the middle section for players to step onto. 0 Quote Share this post Link to post
Hydrus Posted February 26 I am looking for deep slime. I'm pretty sure I made the self-referencing sectors correctly, but they still have that weird visual bug. 0 Quote Share this post Link to post
hobomaster22 Posted February 27 You can't use GZDoom as the base port to test a hack that relies on software rendering. Ports like GZDoom that use hardware rendering do a lot of work to emulate the effect. It's never going to match all cases because it breaks all the rules of hardware rendering. You need to test in a software rendering port first, then verify it works in GZDoom. If you are using Boom you can just skip all this and use transfer heights. Otherwise, the simplest example of what you are doing exists in Plutonia MAP28 at the bottom leftmost area of the map. 0 Quote Share this post Link to post
Skeletowned Posted February 27 You're probably executing the effect properly, but DSDA's hardware renderer unfortunately has a whole bunch of issues with flat bleeding effects. 0 Quote Share this post Link to post
Doomy__Doom Posted February 27 1 hour ago, Skeletowned said: You're probably executing the effect properly, but DSDA's hardware renderer unfortunately has a whole bunch of issues with flat bleeding effects. And if that is indeed the case and the map isn't of the really performance-taxing variety, there's an option to include a DSDAPREF lump and tell the port to prefer software renderer. 0 Quote Share this post Link to post
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