Sector_Set3dFloor
From ZDoom Wiki
| | Warning: This feature does not work in ZDoom but in its OpenGL children ports. |
160:Sector_Set3dFloor(tag, type, flags, alpha, hi-tag/line ID)
Draws a 3D floor. Use this with a dummy sector in the same fashion as Transfer_Heights.
The ceiling of the dummy sector will be the floor of the 3D floor and the floor of the dummy sector will be the bottom of the 3d floor. The texture used on this line type will be the texture used for the sides of the 3D floor. The height of the 3D floor will be that of the distance between floor and ceiling.
Parameters
- tag: Tag of affected sectors.
- type: The type of 3D floor to create.
- flags: The flags to apply to the 3D floor.
- alpha: Specifies the translucency of the 3D-floor.
- hi-tag/line ID: If type has the value 8 added to it this will give the control linedef a line ID. Otherwise this parameter serves as a high-byte for the sector tag in order to allow more than 256 3D floor definitions.
Types:
- 0: Defines a Vavoom-style 3D-floor. See the Vavoom Wiki for further information.
- 1: Defines a solid 3D floor.
- 2: Defines a swimmable 3D 'floor'.
- 3: Defines a non-solid 3D-floor.
- 4: If you add 4 to the type the inside will also be rendered. Normally this is only done for liquids. This does not work for the Vavoom type.
- 16: If you add 16 to the type the visibility rules will be inverted. Monsters can see through solid 3D floors but not through non-solid ones. This does not work for the Vavoom type.
- 32: If you add 32 to the type the shootability rules will be inverted. You can shoot through solid 3D floors but not through non-solid ones. This does not work for the Vavoom type.
Flags:
- 1: Disables any lighting effects created by this 3D-floor.
- 2: Restricts the lighting properties into the area between the 3D floor's top and bottom. Logically this is only useful if the 3D floor is not solid.
- 4: 'Fog' effect. This is not real fog though, it just draws some translucent colored polygons on the outside of the 3D-floor.
- 8: Ignores the bottom height of the model sector and draws top and bottom of the 3D floor at the model sector's ceiling height.
- 16: Uses a sidedef's upper texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.
- 32: Uses a sidedef's lower texture to draw the sides of the 3D floor instead of the transfer linedef's mid texture.
- 64: Renders the 3D floor using additive translucency.
3D floors can move up and down by moving the model sector's floor and ceiling. But due to the way the Doom engine is doing this it does not work for the Vavoom-type!
Important note: Sloped translucent 3D-floors cannot be defined.
When making a sloped 3D sector make sure that the control sectors are aligned with the in-game sectors on the editing grid. Odd results may happen if they are not aligned.

