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walls with virtual depth simulation
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doomjedi
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PostPosted: Sun Nov 04, 2007 10:09 am
   Subject: walls with virtual depth simulation
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We've already figured out how to make animated walls...but how about walls that are made of a few frames, but are not continiously changed?
I mean that every time I try to add depth to a wall texture, it looks well if I'm facing it, but not realitically from other angles.
How hard is to make a wall that is made from 3 (or even "5 angle") images - center view, left angle view and right angle view? Just the same as 8-directional sprites are made (loading apropriate sprite depending on my view angle to it), appropriate wall image is loaded depending on my view angle towards the wall?
That way we can simulate "in-wall" depth.
AlumiuN
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PostPosted: Sun Dec 09, 2007 4:54 pm
   Subject: Re: walls with virtual depth simulation
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I'm not quite sure what the variable for which side of a tile is currently being drawn, but with it you could take player->angle and use it to find the wall image.
TexZK
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PostPosted: Tue Apr 29, 2008 1:19 pm
   Subject: Re: walls with virtual depth simulation
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Or, better, if you're using a shade look-up table, you can also make the table being darker (as usual light-shading), and with a second texture (normals-texture or height-map) you can decide which shade to draw. It's a tricky feature, but it's not impossible. It would be better by using a shade table with, say, 32 levels of dark and 32 levels of light, so that the raycaster can make it shine or absorbe light from the player's eye position (incident angle).
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