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Untitled Hand-drawn TC (ECWolf) [Cancelled]
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dunkelschwamm
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PostPosted: Wed Dec 12, 2018 3:48 am
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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AstroCreep wrote:
Iíve used a few of the oversized sprites features in noahpak. Beware though - if you put a wall in front of the sprite itíll clip the sprite, even above the wall texture. Looks good if used right tho


I noticed that the first time I misscaled a sprite and learned of this exploit, for sure. I tried to design the forest environment with this in mind, so the walls fade to black toward the top to imply that they have a continued height. It's not perfect, and makes the whole environment feel a bit like a Disneyland dark ride, but I feel like that adds to the charm haha.

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PostPosted: Wed Dec 12, 2018 5:53 am
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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Don't know about Wolf3D engine, but in retro racers there is a point you can set of distance where the sprite will be scaled his full pixel size. After it - it'll be downscaled, before it - upscaled. "True size distance" - meaning which road segment will display true scenery sizes.
By playing with that parameter you can make sprites to look taller relative to a polygonal environment (the rest).

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PostPosted: Sun Dec 16, 2018 2:27 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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Suggestions for preventing this problem:
-Make "Fake walls" out of directional sprites
-Make directional sprites offest from the wall by 1 pixel; you'll be able to make the walls however tall you like
-Figure out how to use the RoTT compatibility features for high walls (I can't help you there... )

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dunkelschwamm
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PostPosted: Sun Dec 16, 2018 2:32 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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Honestly, I think just designing around the wall cutoff for sprites the way I have been is the most reasonable approach. I only plan to use tall sprites in similarly designed outdoor areas, so spending time on additional tricks won't be necessary.

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PostPosted: Sun Dec 16, 2018 3:00 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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By all means; adding too many finnicky features to a mod can make its development tiring. I've still been wanting to try this, though:

It's kind of buggy, and the walls display somewhat poorly when they're far away. Still, the walls look 128 pixels tall!

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AstroCreep
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PostPosted: Sun Dec 16, 2018 9:04 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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Awesome. I was wondering how that would look with the elevated planes. How exactly can you define the plane heights?
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PostPosted: Sun Dec 16, 2018 11:39 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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To comment on the renderer performance thing regarding high resolution sprites from earlier: Everything said is basically correct in that the graphics resolution doesn't matter that much. That said one thing you can do to make things a little smoother is to crop your sprites if applicable. Although it's not really noticeable (although now that I'm going to point it out you won't stop noticing it probably), but ECWolf does have an inefficiency with transparency. Conceptually I know how to solve it, and the data structures I need are there but so far I haven't figured out how to get the rounding errors to go away. So I do it the relatively slow but high quality way. (Before anyone asks about the "64x64" nature of vanilla sprites: Vanilla wolf3d sprites are horizontally cropped by the nature of the data format, and depending on your perspective they're vertically cropped or ECWolf crops them on load. But depending on your particular system you might see a minor performance issue getting close to the green ceiling lamps.)

The development version of ECWolf does support ROTT heights. In your map translator enable planedepth and zheights. Then in the second plane (objects) set the top left corner tile to 0x5A-0x61 (1-8 tiles high), 0x1C2-0x1C9 (9-16 tiles high). With the zheights feature you can move objects visually up or down by setting the value in the 4th plane to 0xB000-0xB0FF. Where 0xB000-0xB07F raises the height in increments of 4 units, and 0xB0FF-0xB080 will lower it in increments of 4 units. The main limitation of the feature right now is since I don't support ROTT's upper/mid texture system you would need to work with the fact that doors will always go floor to ceiling. The art style here could probably mask it pretty well with tall textures though.

ECWolf tiles wall textures vertically, but in theory you should be able to use tall textures (haven't personally tested it).
AstroCreep
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PostPosted: Mon Dec 17, 2018 6:08 am
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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How about a billboarded sprite set at a zheight in front of the door? Could that mask that imperfection?

Blzut3 wrote:

The development version of ECWolf does support ROTT heights. In your map translator enable planedepth and zheights. Then in the second plane (objects) set the top left corner tile to 0x5A-0x61 (1-8 tiles high), 0x1C2-0x1C9 (9-16 tiles high). With the zheights feature you can move objects visually up or down by setting the value in the 4th plane to 0xB000-0xB0FF. Where 0xB000-0xB07F raises the height in increments of 4 units, and 0xB0FF-0xB080 will lower it in increments of 4 units.

Any chance I could get a guide what those values translate to in wolfenstein editor numbers?
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PostPosted: Mon Dec 17, 2018 4:53 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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AstroCreep wrote:
How about a billboarded sprite set at a zheight in front of the door? Could that mask that imperfection?

Since you'd still be able to see hind the floating sprite it wouldn't fully hide it, but I'm sure something creative could be done in this regard. Edit: Actually I guess if you put it just barely in front of the door like your previous example it'd hide it pretty well.
AstroCreep wrote:
Any chance I could get a guide what those values translate to in wolfenstein editor numbers?

Those are the numbers? I'm guessing you want them in decimal instead of hexadecimal?

0x5A-0x61 = 81-97
0x1C2-0x1C9 = 450-457
0xB000-0xB07F = 45056-45183
0xB0FF-0xB080 = 45311-45184

A bit off topic, but SpeedCrunch is a great tool for this kind of thing. Yes Windows calculator can do it, but nothing beats just typing "0x5A" in and getting the decimal result out (or "hex(81)" for the reverse).
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PostPosted: Mon Dec 17, 2018 7:11 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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Gotcha gotcha thanks much. Now if I could figure out those ROTT elevators maybe I could start getting somewhere lmao. But Iím gonna mess around with this before I try tackling that.
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PostPosted: Sun Dec 30, 2018 4:48 am
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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I'm not sure if this helps, but I feel that I should mention that the screenshot I posted here demonstrates the "billboarding" technique, rather than true ROTT wall height. It cuts height off at doors, but otherwise it seems to work fine.

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PostPosted: Mon Apr 29, 2019 10:44 am
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Bit late to the party but damn this looks good! As an artist, I really dif the hand drawn style you're doing. Awesome! Smile
dunkelschwamm
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PostPosted: Thu May 02, 2019 4:32 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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I haven't posted in a while, but I still plan to finish this. I'm just dealimg currently with a broken arm which makes drawing the graphics for this incredibly difficult and excruciating.

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dunkelschwamm
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PostPosted: Mon Dec 02, 2019 7:16 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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Update: I'm calling this mod cancelled for now. I'd love to revisit the ideas I had planned for it in the future, but Prince of Persia and some personal affairs take priority right now.

I released all of the resources that exist for the project including the most up-to-date PK3 file and the scans. You can read about what my plans were as well as download the resources at the WL6 Wiki here: https://wl6.fandom.com/wiki/Codename%3A_Death

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PostPosted: Tue Dec 03, 2019 7:35 pm
   Subject: Re: Untitled Hand-drawn TC (ECWolf) [Cancelled]
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Reminds me of Pencil Whipped.

https://pieskysoft.miraheze.org/wiki/Pencil_Whipped

https://www.youtube.com/watch?v=cy_tEPkvYhU

It looks good though. Certainly a good art style for Wolf 3D.

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