Panels vs Quake

O Ilusionista

Captain 100K
I have an isse with panels x quakeframe in my game and I would like to have some help.
Right now, when I use quakeframe with a negative value (so it will move downward), the panel move few pixels downward, which revails the background and looks weird
jpgLAyK.png


My panels are bigger than the resolution I am using (480x272) but it still revail the background.

Will the solution be by transforming panel into LAYER, so I can change it offset to bypass this? (and I don't remember if LAYERS are suubject to quake) Or should I use a fake entity to cover that area?

Any ideas?
 
O Ilusionista said:

It depends on what you want to do, each has pros and cons. You can toggle (but not adjust) quake effect for individual layers.

[list type=decimal]
[*]Keep the panel and add more to the image. Best solution IMO, but might require a lot of redesign at the image level.
[*]Place a non-quake layer behind the panel. Easy, but might also look weird.
[*]Replace panel outright with a non-quake layer. You'd still need an invisible panel to control stage length. Might also look weird, but for the opposite reason. Floor moves but wall sitting on it doesn't?
[*]Use a panel entity. Total control, but the most complex solution, and would probably need script to work.
[/list]

DC
 
Keep the panel and add more to the image. Best solution IMO, but might require a lot of redesign at the image level.
Was my first idea, but it doens't works. Because the panel is moved downward, not upward. And the images are drawn from the position 0 in stage panels.

With layers, I could draw it -20 pixels above. Or I could use a fake entity to fix that area.
 
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