Talk:Transfer Heights

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I had to revert your changes - the point is not that looking between two different parts of two Transfer Heights sectors gives HOM, as it is already explained that it always does, but that one can't look from a non-Transfer Heights sector into the upper part of one, though one can in the lower part.

The second bug is important as it shows what you can't do also. I have to call them bugs because there seems to be no logical explanation for these two restrictions. (On the other hand, the HOM between a lower and a middle part (etc.) has been explained.) Koverhbarc 19:27, 17 December 2010 (CST)

If what you want to do is have a sector you can fill and deplete with water, use flags 2 (only draw fake floor) and 4 together: 6. Randy Heit 19:49, 17 December 2010 (CST)
Thanks. You have to admit, though, that that flag isn't really described in such a way as to indicate that. Would 'Draw fake floor only between real floor and ceiling' be accurate?
Also, there's yet another bug with that. That flag does nothing when the real floor is sloped! The water is still rendered in place of the ceiling, which further causes HOM where sloped sectors adjoin non-sloped ones. Koverhbarc 21:07, 17 December 2010 (CST)
I've tried using the new 3D floors to replace TransferHeights here. They work, and avoid the problem with slopes mentioned above, but cause a 'slime trail' above a polyobj door. I can't run the GL renderer so don't know if that also happens there. Koverhbarc 08:53, 19 December 2010 (CST)