SoM
azerty YAY!

Posts: 276
Registered: 03-02 |
Mordeth said:
BTW, my remark regarding 3DMidTex flags from a few posts back still stands.
This is not correct. It clips objects for the entire texture, even the cyan parts. In my map this is clearly seen with the 3DMidTex railings, which are a 128x128 texture with only the bottom 32 units showing the actual railing. So, the player stands 96 units above the railing.
Personally, I'd like to have both methods. Clipping based on the actual texture size can be handy for all-cyan textures (which I do need, using it in conjuction with double-floors). With clipping based on the non-cyan range you can also do neat stuff... using animated textures and creating wobbly bridges for instance :)
Clipping based on column is a shitload more complex than is doing simple texture height checks. For cyan clipping I would have to do column checks for EVERY column the player could touch and that would be ass-slow.
Also, if the texture was animated, it would mean I would have to modify the animation code to perform checks for any mobjs that could be caught or need to be adjusted by the new animation. This is a major head-ach, if this kind of feature is ever added, it will be down the road a long way. I don't have time to do it now.
Yeah, the docs should be corrected.
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