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[Code] Textured Floor/Ceiling - By Darkone
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Born4battle
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PostPosted: Sun Jun 17, 2007 8:49 pm
   Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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thanks alot dude!!!

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PostPosted: Sat Jul 11, 2015 2:06 pm
   Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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Guys, I'm having a hard time understanding how to use this feature for floors. My code:

::: CODE :::
// ORIGINAL CODE asm   mov   ax,0x1a1a // floor colors
if (gamestate.mapon == 0)

asm mov аUSE_TEX(32)

else
asm   mov   ax,0x1a1a // floor colors


but it doesn't work. what am I doing wrong? Smile
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PostPosted: Sun Jul 12, 2015 2:52 am
   Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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How to make a textured floor/ceiling DarkOne routine for Wolf4SDL?
Chris
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PostPosted: Sun Jul 12, 2015 11:18 am
   Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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Hessler86 wrote:
Guys, I'm having a hard time understanding how to use this feature for floors.

I think it uses one tile for floors and the next tile for ceilings already?

I imagine doing this in DrawFlats is one (impractical) way to draw only floor textures (and a solid ceiling color):

::: CODE :::
// color=*(src_top+((63-u)<<6)+(63-v));
color=0x1d;
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PostPosted: Sun Jul 12, 2015 12:02 pm
   Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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You might also go into WL_DRAW.CPP, do a search for "// follow", and change the bit of code to look like this:
::: CODE :::
//
// follow the walls from there to the right, drawing as we go
//
#if defined(USE_FLOORCEILINGTEX)
     if (!(*(mapsegs[2]+(0<<mapshift)+0)))
#endif
        VGAClearScreen ();

#if defined(USE_FLOORCEILINGTEX)
     if (*(mapsegs[2]+(0<<mapshift)+0))
        {
#endif

#if defined(USE_FEATUREFLAGS) && defined(USE_STARSKY)
    if(GetFeatureFlags() & FF_STARSKY) DrawStarSky(vbuf, vbufPitch);
#endif

#if defined(USE_FLOORCEILINGTEX)
        }
#endif

    WallRefresh ();

#if defined(USE_FLOORCEILINGTEX)
     if (*(mapsegs[2]+(0<<mapshift)+0))
        {
#endif

#if defined(USE_FEATUREFLAGS) && defined(USE_PARALLAX)
    if(GetFeatureFlags() & FF_PARALLAXSKY) DrawParallax(vbuf, vbufPitch);
#endif
#if defined(USE_FEATUREFLAGS) && defined(USE_CLOUDSKY)
    if(GetFeatureFlags() & FF_CLOUDSKY) DrawClouds(vbuf, vbufPitch, min_wallheight);
#endif

#ifdef USE_FLOORCEILINGTEX
        DrawFloorAndCeiling(vbuf, vbufPitch, min_wallheight);
        }
#endif

//
// draw all the scaled images
//
    DrawScaleds();                  // draw scaled stuff

#if defined(USE_FLOORCEILINGTEX)
     if ((*(mapsegs[2]+(0<<mapshift)+0))) {
#endif

#if defined(USE_FEATUREFLAGS) && defined(USE_RAIN)
    if(GetFeatureFlags() & FF_RAIN) DrawRain(vbuf, vbufPitch);
#endif
#if defined(USE_FEATUREFLAGS) && defined(USE_SNOW)
    if(GetFeatureFlags() & FF_SNOW) DrawSnow(vbuf, vbufPitch);
#endif

#if defined(USE_FLOORCEILINGTEX)
     }
#endif

    DrawPlayerWeapon ();    // draw player's hands

If the code is done this way, the floor and ceiling textures are only drawn if the northwest corner of the map has a floor and/or ceiling tile on it.
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PostPosted: Mon Jul 13, 2015 1:49 pm
   Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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That the code work for Wolf4SDL?
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PostPosted: Mon Jul 13, 2015 1:53 pm
   Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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It should. That was what I used for my Base Of Operations demo.
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PostPosted: Sat Dec 02, 2017 5:43 am
   Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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thanks for this!
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