The Flange Peddler
Member
Posts: 585
Registered: 02-03 |
As Boris said, this is possible. I did something like this in my CC2 map (the coloured section is actually completely enclosed in the final version, but I did some earlier tests where there was transition from coloured to normal lighting and I never remember seeing any HOMs).
All you do is put the middle texture as the name of the colourmap, not the upper or lower, and it gives that light colour to the middle section of the sector (not the faked floor or ceiling). So you can just have a dummy sector with the same floor and ceiling height properties of the sector in actual play and give one of the linedefs in it an appropriate sector tag and a middle texture of the colourmap you want to use. In fact there is obviously no need for a dummy sector at all, as the sector in actual play has the floor and ceiling height properties you want, so you can just use a linedef in the sector itself to tag itself. Although obviously you will have to use a double-sided linedef for this purpose, as a single sided linedef will obviously try to display the name of the colormap as a texture. It works fine with double-sided lines though.
It is a bit of a pain though. To get it to work properly, every sector you want to have coloured lighting in but which has some height variation needs to have it's own tag. I did this in my map and it ate about 100 tag numbers :P
If boom had a way of changing the colormap independent of the fake ceiling/floor tag things would be a lot easier.
Edit: And you can use this with any sector that moves too like doors, or floor/ceiling movers etc.
Last edited by The Flange Peddler on 08-27-04 at 17:18
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