Quasar
Moderator

Posts: 5141
Registered: 08-00 |
kristus said:
What about textures with "holes" in them? Like the Mid* textures.
Not yet. We have to establish some way of specifying masking on linear textures first. ZDoom steals a palette index to do this. I don't know what we should do, frankly.
printz said:
1) What's their ExtraData implementation?
2) It has been mentioned in IRC that transparent holes won't be masked as such (yet)
3) Do they work both for basic and linked portals?
4) Any chance that when transparent holes are possible, there'll be linked portals that let traces (e.g. hitscans) and projectiles pass through and other objects not?
5) Can you trigger-model the overlays so as to create breakable glass?
Overlays can be placed on any portal surface AFAIK, though they only really make sense on linked and anchored portals. The flag properties that control portal behavior are runtime modifiable, so it may end up being possible to toggle them via switches once Aeon is available.
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