Linedef type 141

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Linedef type 141, Intangible from Bottom, Translucent, is a type of translucent floor over floor platform which can be jumped through and onto from below, but is solid to anything landing on it from above. It is useful for making vertical one-way routes, or platforms which are easier to access. It is also useful in 2D mode for creating platforms reminiscent of classic side-scrolling tangibility physics.

Setup

The flats, floor height, and ceiling height of the FOF are determined by the flats, floor height, and ceiling height of the control sector, and the sidedefs of the FOF's walls are determined by the sidedef of the controlling linedef.

The alpha value of this FOF's translucency can be changed by setting the control linedef's front side upper texture to the number symbol (#), followed by a three-digit decimal number, from 000 to 255. #000 is completely invisible, and #255 is completely opaque. Note that in the Software renderer, there are actually only eleven different values: #000-#011, #012-#037, #038-#063, #064-#088, #089-#114, #115-#139, #140-#165, #166-#191, #192-#216, #217-#242, #243-#255, where #000-#011 is invisible, and #192 through #255 are opaque. The advantage of using the completely opaque values is the ability to properly render flats which use transparent pixels. If no value is set in the front side upper texture, however, the default alpha value of #128 will be used.

The light level of the control sector will determine the brightness of the shadow cast by the FOF. If the light level of the control sector is lower than that of the target sector, then it will cast a dark shadow. If the light level of the control sector is higher than that of the target sector, then the FOF will illuminate the area below it. If the light level of the control sector is equal to that of the target sector, than the FOF will not affect the light of the area below it.

If the No Midtexture Skew flag is checked, the inside of the FOF will be rendered as well. If the Not Climbable flag is checked, this FOF will not cast a shadow.

Sample

Example WAD: ex_ld141_fofintangiblefrombottomtranslucent.wad
  Linedef types - Floor over floor [view]
Solid:
Solid, Opaque, ShadowcastingSolid, Opaque, Non-ShadowcastingSolid, TranslucentSolid, Sides OnlySolid, No SidesSolid, InvisibleIntangible from Bottom, OpaqueIntangible from Bottom, TranslucentIntangible from Bottom, Translucent, No SidesIntangible from Top, OpaqueIntangible from Top, TranslucentIntangible from Top, Translucent, No SidesOnly Tangible from Sides
Intangible:
Water, OpaqueWater, TranslucentWater, Opaque, No SidesWater, Translucent, No SidesGoo Water, TranslucentGoo Water, Translucent, No SidesIntangible, OpaqueIntangible, TranslucentIntangible, Sides OnlyIntangible, Invisible
Moving:
Air BobbingAir Bobbing (Adjustable)Reverse Air Bobbing (Adjustable)Floating, BobbingRising Platform, Solid, Opaque, ShadowcastingRising Platform, Solid, Opaque, Non-ShadowcastingRising Platform, Solid, TranslucentRising Platform, Solid, InvisibleRising Platform, Intangible from Bottom, OpaqueRising Platform, Intangible from Bottom, Translucent
Crumbling:
Crumbling, RespawnCrumbling, No RespawnCrumbling, Respawn, Intangible from BottomCrumbling, No Respawn, Intangible from BottomCrumbling, Respawn, Intangible from Bottom, TranslucentCrumbling, No Respawn, Intangible from Bottom, TranslucentCrumbling, Respawn, Floating, BobbingCrumbling, No Respawn, Floating, BobbingCrumbling, Respawn, FloatingCrumbling, No Respawn, FloatingCrumbling, Respawn, Air Bobbing
Special:
Light BlockHalf Light BlockFog BlockMario BlockThwomp BlockShatter BlockShatter Block, TranslucentBustable BlockSpin-Bustable BlockSpin-Bustable Block, TranslucentQuicksandLaserCustom FOF