ck3D, on 22 April 2019 - 12:10 PM, said:
I only heard about the original ROR being a thing and those undocumented SE's very recently and they've been low-key fascinating me to the point where I want to start toying around with the possibilities. Is the no slope thing the only limitation about it? Are there others I should be aware of? Graphical glitches maybe? (their existence would put me off devoting any more time to the idea)
Again I wish more documentation regarding those undocumented SE's were available. I don't get that much mapping time (exactly just like most people in this community who are fully devoted to the creative aspect vs. commentary on it); before I start figuring out how that effect works by myself, is there anything that's more or less common knowledge that I should know beforehand that would optimize the quickness of my process?
Very naively, I'd guess it may share similarities with above water / underwater sectors and teleporters (maybe one needs to get familiar with the clearwater effect for things to render properly?), with the appropriate sector Z coordinates (?) and that both locations should have a SE40 in the exact same place that share a hi-tag or something of the sort? Or maybe it's completely different, or more complex?
I'll probably start toying around with those possibilities soon, but if some quick, very basic pointers are available that would save me a lot of time I'd appreciate them (thanks in advance). I've lurked around the web for info recently, but really couldn't find much.
Check EDuke32's sample folder for ror.map which has an example of SE40 used for clearwater.
Some pointers:
- the original SE40 in 1.5 only works with tile13 which works as the invisible surface, or rather the ror surface has to see tile 13. In EDuke32 this is changed and any tile works as ROR surface
- the original SE40 needs an SE in each sector surrounding the ROR from which you can see through the ROR, SE42 to SE45 are used iirc, I don't think there is any difference in any of them. In EDuke32 you shouldn't need them.
- To be able to see through the RoR with no hom, there must be physical space on the other side, corresponding to where you stand, the example maps shows that quite clearly
- The SE works as an anchor and physically brings the other side on the same X/Y coordinates. SE40 is the anchor for SE41 on the other side, or vice versa, I can never remember. The Z of the SE also matters iirc
- Remember that is only cosmectic, so if you want the player to be able to go through, you'll need to combine with SE7, SE7 which teleports projectiles but not hitscan, this is quite a big limit there compared to Blood or SW's RoR.