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Ripper's Shading Tutorial Problem
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Born4battle
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PostPosted: Wed Jun 06, 2007 11:16 am
   Subject: Ripper's Shading Tutorial Problem
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That is the set of errors i get, what do I do???

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PostPosted: Wed Jun 06, 2007 6:43 pm
   Subject: Re: Ripper's Shading Tutorial Problem
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Sorry, but less than a quarter of your screenshot is showing up here. Sad
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PostPosted: Wed Jun 06, 2007 6:50 pm
   Subject: Ripper's Shading Tutorial Problem
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It does that while it loads. After the whole thing loads the whole screenshot will be there.

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PostPosted: Wed Jun 06, 2007 6:50 pm
   Subject: Re: Ripper's Shading Tutorial Problem
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Which tutorial did you follow Born?

The one on Ripper's Site was updated. From what I can see from your screen grab there, it looks like you are using the one that requires the file: Shade_a.asm. If that is the case, you will want to install Ripper's Remove the Scalers tutorial on his homepage.

Basically as he added tutorials on his page it changed the others... so he then went back and updated them. For the shading, the best 2 to install are his Remove the Scalers and then the Shading.. As the file Shade_A.asm is no longer required if you do that.

Hope that helps...

Greg
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PostPosted: Wed Jun 06, 2007 6:51 pm
   Subject: Ripper's Shading Tutorial Problem
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that is all that needs to be shown, clicking on the error does nothing, and that is as big as the window goes for me...



--------------------EDIT------------------------
Thanks BT, but Im still a bit confused on a question asked about choosing which levels get it, the answer was very vague to me

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PostPosted: Wed Jun 06, 2007 7:13 pm
   Subject: Re: Ripper's Shading Tutorial Problem
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Ah...

In his tutorial you will see I believe a section in the wl_play.c file that looks like this:
::: CODE :::
   switch (gamestate.episode*10+mapon)
   {
      case 0:GenerateShadeTable(15,15,15,&gamepal,LSHADE_FOG); break;
      case 1:
      case 2:
      case 6:GenerateShadeTable(0,0,0,&gamepal,LSHADE_NORMAL); break;
      case 5:GenerateShadeTable(0,0,0,&gamepal,LSHADE_FOG); break;
      default:GenerateShadeTable(10,10,10,&gamepal,LSHADE_NORMAL); break;
   }


That is where he is setting up the shading for the different levels. Unfortunately, he doesn't give a great example of what to do to change it to suit your own needs...

Basically what he has done is Episode 1 - the cases for the different levels will be 0 to 9 for those 10 levels. For episode 2 the cases will be 10 to 19, for Ep 3 = 20 to 29, for Ep 4 = 30 to 39, Ep 5 = 40 to 49 and finally Episode 6 = 50 to 59.

If you want certain levels to have a specific shading, then you will create another case switch to set the values you want for that level.

In the code line:

::: CODE :::
GenerateShadeTable(0,0,0,&gamepal,LSHADE_NORMAL);


The first 0 is the Red value, the second 0 is the Green value, and the 3rd 0 is the Blue value.
The &gamepal will be the same for all levels (unless you play some tricks and add a shading palette to the game just for shading).
The last Item can be "LSHADE_NORMAL" or "LSHADE_FOG" if you want fog on that level.

Remember that the level you see on the screen is always "-1" to what the game is looking at, so level 1 is actually 0 to the code....

If you want to get fancy, you can do what I did for the "Map Contest" and use the map to change or set the settings of your shading... what I did was this... I replaced Rippers code shown above with this:

::: CODE :::

GenerateShadeTable(MAPSPOT(0,1,0),MAPSPOT(0,2,0),MAPSPOT(0,3,0),&gamepal,(MAPSPOT(0,4,0)==0?LSHADE_NORMAL:LSHADE_FOG));


And what this does is use the 4 spaces down, on the Left side of the map starting from position 1 to set the shading that you want in the game. It allows you to set the Red, Green, Blue values and the Shading Level by using WALL values placed on the map in those positions....

Hope that helps...

Greg
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PostPosted: Wed Jun 06, 2007 9:32 pm
   Subject: Ripper's Shading Tutorial Problem
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I put back in a fresh copy of the source code, and did the tutorial from Ripper's site, but I think it's the same, and its still doing the thing from the screenshot above...

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PostPosted: Wed Jun 06, 2007 10:43 pm
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Give me a day or so... I'll upload the virgin code files with the necessary changes for Rippers shading stuff installed along with the Remove the Scalers tutorial...(it will only include the changed files) if that will help you out??? When I've uploaded it, I'll let you know and it will be in the Download section of the forums... Ok??

Greg
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PostPosted: Thu Jun 07, 2007 7:48 pm
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I'll be downloading that one too, BT. Thanks! Very Happy
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PostPosted: Fri Jun 08, 2007 11:59 pm
   Subject: Source code base you were looking for... Sorry for the Delay
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Ok well... it's not much... and it doesn't have all the tutorials installed into it... but it has the ones that you've asked for and a few of the more difficult ones to get working. It will use either 64x64 or 128x128 sprites - Shading... - Raycastor is installed (which does Blake Style doors and more).

Anyhow... look around the source... it's been tested, so I know that it's working 100%.

Hope that helps both of you out. The file is "BrotherTank's Base Source"... it's in the downloads section (along with other things you might have wanted there Tricob...Smile Beer

Sorry it took so long to get it together and uploaded...

Greg
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PostPosted: Sat Jun 09, 2007 2:08 pm
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BrotherTank wrote:
Hope that helps both of you out. The file is "BrotherTank's Base Source"... it's in the downloads section (along with other things you might have wanted there Tricob...Smile Beer
Cool. Thanks! Very Happy
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PostPosted: Sat Jun 09, 2007 4:49 pm
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Not a problem... I probably should have installed the Ceiling/Floor Textures into it as well as the values for 128x128 change as well... I have uploaded a replacement "wl_def.h" file in the downloads section. That should give you a little more free memory as well. Just download and replace your original...

Greg
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PostPosted: Sat Jun 09, 2007 6:04 pm
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If you need the Ceiling/Floor Textures - Here is the latest code that I have for that:

::: CODE :::
//#define CFTEXTUREANIM   // Animate Sections of the Ceiling/Floor Textures
//#define CFTEXTURES      // Darkone/BT - Ceiling-Floor Textures
//#define CFTEXTURESADAM  // Adam Biser - Draw Ceiling/Floor Textures using Map Floor Values
//#define CFTEXTUREADAM2  // Adam Biser - Enable and User 3rd Map Plane to get Texture Values
//#define CFTEXTUREADCOD  // CodeTech - Fix Floor Textures between doors
//#define CFTEXTUREGRAPH  // BotherTank - Textures are stored After Walls & Before Doors
//#define CFTEXTUREWAVY   // Tek_ZK - Make the Floor Textures Wavy


#ifdef CFTEXTURES
 #ifdef CFTEXTUREGRAPH
     #define CFFIRSTTEXTURE (DOORWALL - NUMTEXTURES)
     #define CFLASTTEXTURE  (NUMTEXTURES)
 #endif
   

 #ifdef CFTEXTUREADCOD
unsigned GetSplitTexture (int u, int v, int x, int y, boolean vert, int plane)
{
  if (vert) if ((u&RESVAL3) < RESVAL4) x--; else x++;
  else if ((v&RESVAL3) < RESVAL4) y++; else y--;
  return MAPSPOT(x,y,plane) - AREATILE+1;     
}
 #endif

// which -> 0 = Floor  1= Ceiling 2=DoomSky 3=DrawClouds 
// texture -> Texture to use
// texture2 -> Texture to use if parallaxed and colour of texture = 255 as overlay
// wavy ->  turns on wavy effect
 #ifdef CFTEXTUREWAVY
void DrawFlats(int which, int texture, int texture2, boolean wavy)
 #else
void DrawFlats(int which, int texture, int texture2)
 #endif
{
  int x, y, y0, halfheight,u, v, du0, du1, tmp1;
  unsigned buf_add, tmp, tmp0;
  fixed dist;                       // distance to row projection
  fixed tex_step;                   // global step per one screen pixel
  fixed gu, gv, du, dv;             // global texture coordinates   
  byte p, color, far *src, far *src1;
 #ifdef CFTEXTURESADAM
  int floorx,floory,plane=0,texturenew, texturelast = -1;
 #endif
 #ifdef CFTEXTUREADCOD
  unsigned door;
  int tile;
 #endif
 #ifdef CFTEXTUREWAVY
  fixed shift, shiftmp; // wave shift
 #endif
 
  halfheight=viewheight>>1;
  y0=min_wallheight>>3;     // starting y value
  if(y0>halfheight) return; // view obscued by walls
  if(y0==0) y0=1;           // don't let division by zero
  tmp0=80*(which?(halfheight-y0-1):(halfheight+y0));  // and will decrease by 80 each row
  tmp1=(which?-80:80);
#ifdef CFTEXTUREADAM2   
  plane = 2; 
#endif
  switch (which)
  {
 #ifdef CLOUDYSKY
    case 3: { break; }
 #endif     
    case 2: // Parallaxed Floor
    {
      du0=128-((viewangle%VANG90)<<7)/VANG90;
      src=PM_GetPage(texture);
      if(texture2)
      {
        texture2 = ((texture2-1)<<1) + which;
        du1=(gamestate.TimeCount>>3)&127;  // layered sky, 2nd layer movement
        src1=PM_GetPage(texture2);
      }     
      break;   
    }
    default:
    {
      if (texture < 1) texture = 1;
#ifdef CFTEXTUREGRAPH
      src= PM_GetPage(((texture-1)<<1) + which + CFFIRSTTEXTURE);
#else
      src= PM_GetPage(((texture-1)<<1) + which);
#endif     
      break;
    }
  }
  for(p=0; p<4; p++) // start draw horizontal lines of textures in block sections
  {
    VGAMAPBIT(p);
    for(y=y0, tmp=tmp0; y<halfheight; y++, tmp+=tmp1)
    {
      switch (which)
      {
        default:
        { 
  #ifdef SHADING
    #ifndef RAYCASTOR
          curshades = shadetable[0];
    #else   
          colormap=lighttable[0];
    #endif   
          if (gamestate.shading)
          {
    #ifndef RAYCASTOR
             byte shade = (y<<2) / (SHIFTR8(maxscaleshl2)+1+LSHADE_flag);
             if(shade>32) shade=32; else if(shade<1) shade=1;
            curshades = shadetable[32-shade];
    #else
            if(spec_lt) colormap=spec_lt; // special lighttable
            else if (y<viewheight) colormap=lt[y>>2];   // from shade table
    #endif
          }
  #endif
          dist=(heightnumerator/y+(which?1:3))<<(which==2?8:5);
          tex_step=SHIFTL8(dist)/viewwidth/175;
          du= FixedByFrac(tex_step, viewsin);
          dv=-FixedByFrac(tex_step, viewcos);
 #ifdef CLOUDYSKY
          gu=( viewx+FixedByFrac(dist, viewcos)+(which == 2?cloudx:0))-((viewwidth>>1)-p)*du;
          gv=(-viewy+FixedByFrac(dist, viewsin)+(which == 2?cloudy:0))-((viewwidth>>1)-p)*dv;
 #else
          gu=( viewx+FixedByFrac(dist, viewcos))-((viewwidth>>1)-p)*du;
          gv=(-viewy+FixedByFrac(dist, viewsin))-((viewwidth>>1)-p)*dv;
 #endif         
          du<<=2; // 4pix step
          dv<<=2;
          break;
        }
        case 2: { v=RESVAL4-(y<<RESVAL13)/halfheight; break; }
      }       
      for(x=p, buf_add=tmp; x<viewwidth; x+=4, buf_add++)
      {
        if(wallheight[x]>>3<=y)
        {
          switch (which)
          {
 #ifdef CLOUDYSKY           
            case 3: // Rippers Cloudy Sky
              u=(gu>>13)&255; v=(gv>>13)&255;
              color=*(skyc+SHIFTL8((255-u))+(255-v));
              break;                   
 #endif           
            case 2: // Darkone's Doom Sky (Parallaxed)
              u=((unsigned)x<<7)/viewwidth+du0;
              color=*(src+((u&RESVAL3)<<RESVAL6)+(v|(u&RESVAL9)>>1));
              if(color==0xFF && texture2) { u+=du1; color=*(src1+((u&RESVAL3)<<RESVAL6)+(v|(u&RESVAL9)>>1)); }
              break;           
            default: // Normal Ceiling or Floor
            {
              u=(gu>>RESVAL5);
              v=(gv>>RESVAL5);
 #ifdef CFTEXTURESADAM
              floorx = TILESHIFTR(gu)&63; floory = (-TILESHIFTR(gv)-1)&63;
              texturenew = MAPSPOT(floorx,floory,0);
   #ifdef CFTEXTUREANIM  // Define static floor object that will triger animated floor
              if (MAPSPOT(floorx,floory,1)== 535 && !which) texturenew+= (frameon>>4)&3;
   #endif
   #ifdef CFTEXTUREADCOD  // Split doorway texture   
              tile = tilemap[floorx][floory];
              if ((tile & 0x80) && MAPSPOT(floorx,floory,1) != PUSHABLETILE )
              {
                texturenew = GetSplitTexture(u, v, floorx,floory, doorobjlist[tile & 0x7f].vertical,plane);
                texturenew = ((texturenew-1)<<1) + which;
              }               
              else
   #endif
              if (texturenew >= 1 && texturenew <= MAXWALLTILES)
              { texturenew = ((texturenew-1)<<1) + 1; }  // Under a wall
              else
   #ifdef CFTEXTUREADAM2
              { // Get Value from 3rd Map Plane by byte  High=Ceiling Low=Floor
                texturenew = (MAPSPOT(floorx,floory,plane)(which?>> 8:& 0xff));
              }
   #else
              if (texturenew >= AREATILE && texturenew <= AREATILE + NUMAREAS)
              { texturenew = (((texturenew - AREATILE+1)-1)<<1) + which; } // Floor Values
              else texturenew = ((texture-1)<<1) + which; 
   #endif
              if (texturenew < 0) break;
   #ifdef CFTEXTUREGRAPH
              if (texturenew <= 1 && texturenew >= CFLASTTEXTURE) texturenew = which;
              texturenew += CFFIRSTTEXTURE; 
   #endif
              if (texturenew != texturelast)
              {   
                texturelast = texturenew;
                src=PM_GetPage(texturenew);
              }
 #endif               
 #ifdef CFTEXTUREWAVY
              if (wavy && !which) // Shift u & v Values to make it look like floor is in waves
              {
                shift = (u + TimeCount) & 255;
                shiftmp = sintable[shift];
                shift = (shiftmp & ~0x80000000L) >> 12;
                shift = (shiftmp &  0x80000000L) ? -shift : shift;
                u += shift;
                v += shift;
              }
 #endif
              color=*(src+((u&RESVAL3)<<RESVAL6)+(RESVAL3-(v&RESVAL3)));
              if(color==0xFF && texture2) { color = texture2; }
              break;
            }
          }
 #ifdef SHADING
          if ((gamestate.shading) && which <= 1)
   #ifdef RAYCASTOR
            color = colormap[color];
   #else
            color = curshades[color];
   #endif
 #endif
           // draw pixel using [color]
 #ifdef CFTEXTURESADAM
          if (texturenew)
 #endif
          asm { mov es,[screenseg]; mov di,[bufferofs]; add di,[buf_add]; mov al,[color]; mov es:[di],al; }
        }
        gu+=du; gv+=dv;
      }
    }
  }
}


If you install Ripper's Cloudy Sky... you can skip or not install his DrawSky?? routine and just enable the Cloudysky define in your Version.h File. You will also see the version.h defines at the top of the code for the various items within the code itself.

To use it.. Call it 1 or 2 times (or more if you really want to play) after the WallRefresh call in the ThreeDRefresh routine in the wl_draw.c file. As you can see it does a simple Parallax (like Doom) using 1 graphic (or 2 if you tell it to use 2 Smile ). Again, as the rest of the code that I uploaded, the code will self modify over to use 128x128 graphics if you enable the HIGHRESVSWAP in Version.h

The rest of the tutorials are so easy to install that I haven't done them...

If you install Ripper's Cloudsky tutorial, then you need to locate your DrawFlats calls after the 2 new lines that Ripper's tutorial will add.

So that should be a little more help...

Greg
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PostPosted: Sat Jun 09, 2007 6:15 pm
   Subject: Re: Ripper's Shading Tutorial Problem
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Oh...

Almost forgot..

One of the things I've been playing with, to try and get rid of the little space between the corner of the walls when you look at certain angles, is by playing with the value of PI. Change the current define in the wl_def.h file to this:

#define PI 3.14159265358979323846264338327950288419716939937510

And you should notice the problem a whole lot less if at all.

Greg
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PostPosted: Sat Jun 09, 2007 6:59 pm
   Subject: Re: Ripper's Shading Tutorial Problem
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Awesome work, BT. I knew *someone* was going to figure out the problem. ??? This might also help the "direct hit" bug where you can sometimes make a direct hit on the enemy, and he isn't even affected (The enemy can't harm you either, when this is the case). You have to change your angle or move in closer whenever this bug shows up. In Adam's WinWolf3D port of the code, it's even more noticeable in high resolutions.
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PostPosted: Sat Jun 09, 2007 7:22 pm
   Subject: Re: Ripper's Shading Tutorial Problem
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Has anyone managed to get BT's new download working? Windows XP is giving me a "corrupt ZIP" error when I attempt to open it. If the answer is "yes", I guess it's time to run a day-long virus/trojan scan on my machine again ... Sad
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PostPosted: Sat Jun 09, 2007 7:48 pm
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I just downloaded and opened the file no problem... It shouldn't make any difference but I did compress it with Winzip 8.0 ...

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PostPosted: Sun Jun 10, 2007 11:06 am
   Subject: Re: Ripper's Shading Tutorial Problem
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I'll try WinZIP, then. I remember having Version 10 on a CD someplace.
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PostPosted: Sun Jun 10, 2007 7:27 pm
   Subject: Re: Ripper's Shading Tutorial Problem
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I also went back to the DOS version of PKZIP and re-uploaded the file. That way it has nothing to do with Windows - I've downloaded and opened the file with both the DOS version of PKZIP and the Windows 8.0 Winzip...

So if you are still having problems, then it's something on your machine.

Greg
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PostPosted: Sun Jun 10, 2007 9:11 pm
   Subject: Ripper's Shading Tutorial Problem
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Turns out it keeps marking the download as "done" when it's only half-finished. I'll try a different browser and a different machine and let you know what happens tomorrow.
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PostPosted: Tue Jun 12, 2007 6:16 pm
   Subject: Re: Ripper's Shading Tutorial Problem
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Both IE and Firefox hack off the ZIP, marking it as "finished" after about 5 minutes of downloading it. Not a problem if you have something faster than dial-up, but I don't, so the download never completes. Sad

Suggestions, anyone? I'm also open to someone E-Mailing the ZIP to me as well. Smile
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PostPosted: Tue Jun 12, 2007 11:14 pm
   Subject: Re: Ripper's Shading Tutorial Problem
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Tricob wrote:
I'm also open to someone E-Mailing the ZIP to me as well. Smile
Thanks, BT. I owe you one. Make that one thousand. ???
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PostPosted: Sat Dec 02, 2017 5:33 am
   Subject: Re: Ripper's Shading Tutorial Problem
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will try this out to make floor texturs possible.
is there a way to "uncall" the shading?
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PostPosted: Sat Dec 02, 2017 11:31 am
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Just put a wall with the value of Zero in the upper-left corner of the map.
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