Hiding Ceiling Brightness

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Qent
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RE: Hiding Ceiling Brightness

#21

Post by Qent » Tue Aug 14, 2012 7:19 pm

You can't look down in Chocolate Doom.

Llewellyn
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RE: Hiding Ceiling Brightness

#22

Post by Llewellyn » Tue Aug 14, 2012 7:36 pm

Qent wrote: You can't look down in Chocolate Doom.
I was talking about IJON's post.

Anyway, the slimetrail DOES NOT BREAK in Doom2.exe
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fdigl
 
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RE: Hiding Ceiling Brightness

#23

Post by fdigl » Sun Sep 02, 2012 7:43 am

I'll have to try this one out...
Anyways, I'd agree with what the others are saying about OpenGL breaking this trick. It doesn't sound like it would work in that case. If all is wrong, UDMF is your friend... and Google.

esselfortium
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RE: Hiding Ceiling Brightness

#24

Post by esselfortium » Wed Mar 20, 2013 10:59 pm

ZDoom in Doom format supports Boom's lighting transfer specials. There's no need to use this trick unless you're mapping for vanilla Doom. Also, flat bleeding and slime trails are two completely different and unrelated phenomena. Flat bleeding is the trick used in this thread, slime trails are a bug caused by inaccurate nodes, generally relating to off-grid vertex positions or odd-angled lines.
Last edited by esselfortium on Wed Mar 20, 2013 11:00 pm, edited 1 time in total.

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