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Born4battle
DieHard SS


Joined: 24 Mar 2006
Last Visit: 08 Aug 2017
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Location: Cherry Chocolate Reign!!!

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Posted: 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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"War is a conflict that does not determine who is right, but who is left."
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Tris
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Officer-Michael John
Banned


Joined: 19 Dec 2014
Last Visit: 18 Feb 2017
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Posts: 280

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Posted: 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? |
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Chris
DieHard Wolfer


Joined: 11 Mar 2003
Last Visit: 14 Feb 2019
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Posts: 2169
Location: Canada

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Posted: 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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Tricob
Moderator


Joined: 14 Mar 2005
Last Visit: 12:35 ago.
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Location: Neo-traditions, Inc.

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Posted: 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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Officer-Michael John
Banned


Joined: 19 Dec 2014
Last Visit: 18 Feb 2017
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Posted: 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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Tricob
Moderator


Joined: 14 Mar 2005
Last Visit: 12:35 ago.
Topics: 165
Posts: 8330
Location: Neo-traditions, Inc.

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Posted: 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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Tris
Bring 'em On

Joined: 02 May 2017
Last Visit: 18 Feb 2019
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Posts: 84
Location: wien

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Posted: 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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