A translucent, intangible from bottom FOF with no sides.
Linedef type 142, Intangible from Bottom, Translucent, No Sides, 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. This FOF renders the floor and ceiling, but not the sides. It is useful for making vertical one-way routes where the sides would not be viewed anyway. Since the side textures are not drawn, it requires less CPU power to render.
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.
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, whereas #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 #243–#255 is 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, then the FOF will not affect the light of the area below it.
If Flag [7] / No Midtexture Skew / Effect 2 is checked, the inside of the FOF will be rendered as well. If Flag [6] / Not Climbable is checked, this FOF will not cast a shadow.
Linedef special info
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Floor height
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Height of bottom of FOF
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Ceiling height
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Height of top of FOF
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Sector light level
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Brightness of shadow cast
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Front upper texture
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Alpha value of FOF's translucency, from #000 to #255 (#000 is completely invisible, #255 is completely opaque, #128 is default)
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Linedef flags
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[7] No Midtexture Skew / Effect 2: Inside of FOF is rendered [6] Not Climbable: No shadow cast
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FOF info
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Tangibility
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Intangible from below
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Visibility
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Translucent, Top and bottom only
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Shadowcasting
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Yes
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Specials
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None
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Flags
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FF_EXISTS , FF_SOLID , FF_RENDERPLANES , FF_TRANSLUCENT , and FF_PLATFORM .
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Additional flags
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FF_EXTRA and FF_CUTEXTRA – Without No Midtexture Skew
FF_CUTLEVEL , FF_BOTHPLANES , and FF_ALLSIDES – No Midtexture Skew
FF_NOSHADE – Not Climbable
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Custom FOF value
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2001917 – Without flags 2009597 – No Midtexture Skew 2001957 – Not Climbable 20095D7 – No Midtexture Skew + Not Climbable
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Sample
- Example file: ex_ld142_fofintangiblefrombottomtranslucentnosides.wad (MAP01)
How to use |
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- You may load this file into your favorite map editor, such as Zone Builder. Select
MAP01 as the map to load.
- You may also load this file in the game:
- Save
ex_ld142_fofintangiblefrombottomtranslucentnosides.wad into the addons folder of your SRB2 directory.
- Start SRB2, go to the Addons menu, and then select
ex_ld142_fofintangiblefrombottomtranslucentnosides.wad .
- Start the game in Single Player mode.
- Press the Console button (
~ ), and type in the command MAP MAP01 to access the example map.
- When you load this file in the game, it replaces Greenflower Zone Act 1.
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Linedef types – Floor over floor
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[view]
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Solid: Solid, Opaque, Shadowcasting • Solid, Opaque, Non-Shadowcasting • Solid, Translucent • Solid, Sides Only • Solid, No Sides • Solid, Invisible • Intangible from Bottom, Opaque • Intangible from Bottom, Translucent • Intangible from Bottom, Translucent, No Sides • Intangible from Top, Opaque • Intangible from Top, Translucent • Intangible from Top, Translucent, No Sides • Only Tangible from Sides
Intangible: Water, Opaque • Water, Translucent • Water, Opaque, No Sides • Water, Translucent, No Sides • Goo Water, Translucent • Goo Water, Translucent, No Sides • Intangible, Opaque • Intangible, Translucent • Intangible, Sides Only • Intangible, Invisible
Moving: Air Bobbing • Air Bobbing (Adjustable) • Reverse Air Bobbing (Adjustable) • Dynamically Sinking Platform • Floating, Bobbing • Rising Platform, Solid, Opaque, Shadowcasting • Rising Platform, Solid, Opaque, Non-Shadowcasting • Rising Platform, Solid, Translucent • Rising Platform, Solid, Invisible • Rising Platform, Intangible from Bottom, Opaque • Rising Platform, Intangible from Bottom, Translucent
Crumbling: Crumbling, Respawn • Crumbling, No Respawn • Crumbling, Respawn, Intangible from Bottom • Crumbling, No Respawn, Intangible from Bottom • Crumbling, Respawn, Intangible from Bottom, Translucent • Crumbling, No Respawn, Intangible from Bottom, Translucent • Crumbling, Respawn, Floating, Bobbing • Crumbling, No Respawn, Floating, Bobbing • Crumbling, Respawn, Floating • Crumbling, No Respawn, Floating • Crumbling, Respawn, Air Bobbing
Special: Light Block • Half Light Block • Fog Block • Mario Block • Thwomp Block • Shatter Block • Shatter Block, Translucent • Bustable Block • Spin-Bustable Block • Spin-Bustable Block, Translucent • Quicksand • Laser • Custom FOF
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