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Per-Scan
Joined: 12 Oct 2010 Posts: 337
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Posted: Tue Oct 26, 2010 6:24 pm Post subject: Multiple Floor/Ceiling Textures? |
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I'm quoting a fellow ROTTer from over at the 3DR forum. I haven't a clue but I thought that maybe someone here might have an opinion. This is his query:
"I'm not going into go into great detail on this one, since I just...don't know where to begin. I was wondering if anybody who's played with the ROTT source code knows of a way to implement multiple floor/ceiling textures? I know that the SDL codebase for Wolfenstein 3D has managed a method to add floor and ceiling textures, and I think a means of assigning different ones to the floor code plane so that more can be used.
Any ideas here?"
Can anyone help here? |
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dopefish7590
Joined: 06 Oct 2007 Posts: 324
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Posted: Wed Oct 27, 2010 1:12 am Post subject: |
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I'm not that familiar with ROTT level making, but in Wolfenstein, each tile of the map had a value for the type of floor. This was used for the sound that would alert guards. If a shot was fired and you were on the same floor type as a guard, it would "hear" it. This was later coded so that the different floor types would also render a floor and ceiling you can see this in mods like AReyeP's Spear: End of Density.
If the ROTT floor tile workings are the same, in theory... It shouldn't be that hard to code a hack.
Guess I should copypasta that to the original thread. _________________ -Swim, swim, hungry |
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Darkhaven
Joined: 05 Nov 2010 Posts: 3 Location: New Orleans, LA
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Posted: Fri Nov 05, 2010 2:41 am Post subject: |
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Incorrect. In End of Destiny, different floor/ceiling textures were acheived by using the third map plane in the tilemaps which Wolfenstein used, which was unused in the original Wolf code. However, Rise of the Triad makes extensive and complete use of the third map plane for various features such as catwalks, object heights, and coordinates to link switches with other objects.
That isn't to say this isn't totally impossible; but it would require you to rewrite how floorcodes in ROTT function and come up with your own method of propagating sound between actors in the same vicinity as the player that doesn't rely on floorcodes. Either that, or you could come up with your own map format with a fourth map plane. |
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Per-Scan
Joined: 12 Oct 2010 Posts: 337
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Posted: Fri Nov 05, 2010 5:18 am Post subject: |
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So you're saying that without a lot of new code it's not really possible?
I came up with an idea for a kludge: Instead of using, say, ceiling light sprites you replaced that sprite with one the same dimensions as the ceiling texture tile and placed that on the ceiling. It would fool the naked eye into thinking there was a different ceiling texture whereas, in actual fact, it's just another sprite... Do you think that's doable? I'm utterly unfamiliar with mapping (I'm taking my first foray this very day!) otherwise I would try it out myself! |
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dopefish7590
Joined: 06 Oct 2007 Posts: 324
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Posted: Fri Nov 05, 2010 7:04 am Post subject: |
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Darkhaven wrote: | Incorrect. In End of Destiny, different floor/ceiling textures were acheived by using the third map plane in the tilemaps which Wolfenstein used, which was unused in the original Wolf code. However, Rise of the Triad makes extensive and complete use of the third map plane for various features such as catwalks, object heights, and coordinates to link switches with other objects. |
Was it?
I just verified and the textures appear to be on the same pane and the sky seemed to be set via flags.
Changing floor textures is directly possible from this pane:
And the flags at the top corner also appear to be on the same layer:
Or am I missing something..? _________________ -Swim, swim, hungry |
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Darkhaven
Joined: 05 Nov 2010 Posts: 3 Location: New Orleans, LA
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Posted: Fri Nov 05, 2010 7:01 pm Post subject: |
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Hm! Maybe I am indeed batshit insane. I could have sworn End of Destiny used the third map plane for... Something, at the least.
At any rate, there is really only one conceivable way I can figure that this could be achieved, and that would be to rewrite the way floorcodes are handled to make them reference texture combinations, and come up with one's own way to propagate sound that doesn't rely on floorcodes. |
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dopefish7590
Joined: 06 Oct 2007 Posts: 324
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Posted: Sun Nov 07, 2010 3:22 am Post subject: |
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Well, you could be correct... (That's why I asked you to fill me in if I was wrong)
But I'd imagine recoding the way the engine handles floorcodes to do more than just load an image as the floor wouldn't really be that small of a task considering that would also affect how the ceiling is handled. _________________ -Swim, swim, hungry |
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