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DF height limit??

 
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z-design
Dianoga

Joined: 26 Dec 2006

PostPosted: Dec 27, 2006 03:44    Post subject: DF height limit?? View user's profile Send private message Reply with quote

Im a bit new to WDFUSE, but I've been doing the tutorial and I'm wondering if you can make like a really really high ceiling indoors in a building without that static stuff appearing when you go at a certain height.

Now as for outside, it still does it. How did they do it in Nar Shaddaa??

thanks

Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: Dec 30, 2006 17:31    Post subject: View user's profile Send private message Reply with quote

You mean like an open sky? You have to set the appropriate sector flag. Like the sector flag for "sky" or "horizon" or "pit".

Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: Jan 01, 2007 10:39    Post subject: View user's profile Send private message Reply with quote

Also not certain what you mean. There is a height limit for sectors, at something like 200 units: exceeding this limit will cause strange visual effects, but there's never a good reason to go to such heights other than lazy mapping.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Jan 10, 2007 13:40    Post subject: View user's profile Send private message Send e-mail Reply with quote

... or if you're making a Coruscant map, in which case it's a pain in the arse.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jan 12, 2007 00:53    Post subject: View user's profile Send private message Send e-mail Reply with quote

Wink @ Barry

Sky is definitely the flag you are looking for. It causes the ceiling of the sector to be rendered specially to look like a [bad] skybox type dealie. Not too bad for 1994 though. :p It also raises the ceiling 100 DFUs so you don't bump your head when you jump, cause that doesn't make sense.

Pit does the same for the floor, also with the floor extending 100 DFUs down (which is always enough to be a fatal fall unless you cheat).

Also your reference to "static stuff" makes me think you're a bit confused, so I'll just make sure you know that you cannot use any other size bitmap for [normal, as in not sky and not pit] floor or ceiling other than 1x1 pixels or 64x64 pixels (8x8 DFUs), otherwise you get corruption and static on it.

A notable exception is this doesn't apply to skies or pits; a sky/pit texture can be any size, usually you'll want to use one of the ones created specifically to be a sky or pit.

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