![]() When used, new particles that spawn when the limit is reached will replace the oldest particle. Added PS_REPLACE flag for A_SpawnParticle(Ex).added LengthSquared and Angle intrinsics for all vector types, also allow calling VectorAngle with a full vector as a single parameter.These just mirror features of the internal vector classes. added PlusZ intrinsic to Vector3 and ToVector intrinsic to numeric values.Future-proof particles by resetting them completely when replaced.SendConsoleEvent function for EventHandlers.implementation of Quaternion type in ZScript.This also disabled all cutscenes being attached to the completed map. disabled shortcutting the intermission code if no summary screen is wanted.fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates.Fix checking of wrong variable in String.Float concatenation.Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden.Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this).Added "Class" instruction for Image Scrollers.Added Font and TextureID types to Option and Image Scroller items (List items already have these).Fix incorrect pixelratio handling on rotated models.process events every frame as well to ensure that menus can run at any framerate.allow SNDINFO to declare sound mappings by using 'sound = soundfle' syntax.Fix crash if Animation is not explicitly assigned in MODELDEF.Added animation support for OptionMenus.Allow assigning IQM frames by animation name plus frame offset.This erroneously checked for FrontSkyLayer. fixed: The raw texture caching in the texture manager did not work.Fix GC ignoring DynArrays inside fixed Arrays.Fix SNDINFO $rolloff always changing global rolloff.Fixed A_Changemodel crash from invalid modeldef names.Added Method For Getting Portal Group Count.Allow Disabling of XY Billboard for Particles.Look up named frames using the Animation ID (if any).Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.Italian language translation is now complete.Sloped 3D floors are covered in my Slope tutorial, but you can use sloped 3D floors to added interesting architecture and details as well. Textures that have transparency can also be used as grates, which can be extremely useful and aesthetically pleasing. We can also make the area under the glass colored to give a cool effect like so. I’m going to use the Opacity argument on the dummy sector’s action linedef to make a glass-like floor over the nukage. I’m going to make a see-through 3D floor over it without having to make a ton of dummy sectors to compensate. To demonstrate the multiple tags idea, I created a nukage river in the middle of the map that runs through multiple 3D floors. Tagging destination sectors with multiple tags allows you have multiple 3D floors as well! ![]() You can reuse the same dummy sector for multiple destination sectors too. You can also change the brightness of the area underneath the 3D floor by changing the brightness of the dummy sector.Ĭreate more dummy sectors and tag different destination sectors to create 3D stairs. The texture of the linedef that has the 3D floor action assigned to it affects the side of the 3d floor’s texture. Similarly, the texture of the dummy sector floor and ceiling also affect the textures of the 3D floor. The ceiling of the dummy sector affects the top of the 3D floor and the floor of the dummy sector affects the bottom of the 3D floor. This is not a bridge… yet! Adjust the floor and ceiling heights of the dummy sector in Visual Mode and watch as your bridge adjusts with it. Now if we test in Visual Mode, we should see this… Now I’m going to draw where I want my bridge and tag that sector as 1. Set the lindef action on one side of the dummy sector to 160 – Sector Set 3D Floor. I usually make my dummy sectors triangles because they cost one less linedef than a square. They let us set the heights of the dummy sector, and using a linedef action, those heights will translate to a tagged sector as a 3D floor. Dummy sectors are sectors that are outside the map that are unreachable and not part of the actual level. To do this we need to create a Dummy Sector. I’m going to start by making a simple bridge over the two platforms that are 128px high. I created a simple map that adds some verticality that we can work with and create 3D Floors for. WAD Start with a basic level with raised platforms ![]()
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