Hallo!
In Mapster32 you can change Cst. for sectors by pressing 'T' in 3D modus.
What I know is that the higher the value is the more 'echo effect' appears in that sector:
But you can't see this ingame. It would be a nice effect in some cases.
Does anyone know more about that?
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Mapster32: What causes 'Cst.' for sectors?
#1 Posted 06 July 2009 - 07:56 AM
#3 Posted 06 July 2009 - 10:03 AM
The Commander, on Jul 6 2009, 06:58 PM, said:
It's used for the ROR effect.
I don't understand, sorry.
Can you tell me more, please?
#4 Posted 06 July 2009 - 10:40 AM
ROR = Room Over Room. Use the search function or put in some terms in Google if you want to find more, it's really been discussed a lot already.
#5 Posted 06 July 2009 - 11:40 AM
Sangman, on Jul 6 2009, 08:40 PM, said:
ROR = Room Over Room. Use the search function or put in some terms in Google if you want to find more, it's really been discussed a lot already.
I know about ROR. But why can I change Cst. for sectors and what has it to do with ROR? What has this 'echo effect' to do with ROR.
I can make ROR without knowing about changing Cst. for sectors by pressing 'T'
Sorry Sangman, but I can't find anything about ROR in connection with Cst. for sectors by Google.
Can't you explain it right here?
#6 Posted 06 July 2009 - 02:00 PM
T used on ceilings/floors makes changes their Cst. (cstat - set of flags) to a value which tells them to be transparent. It's used for the ROR transparent water effect. Since there's nothing to "see through", this generates the hall of mirrors, and so - the 'echo effect'
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