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BrotherTank
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Posted: Sat Apr 19, 2003 7:45 pm
Subject: [Code] Textured Floor/Ceiling - By Darkone
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Darkone's Textured Floor/Ceiling Mod - Edited for Understanding
The purpose of this tutorial is to make textured floor/ceiling in Wolf3D. This feature will give your engine the best boost in visual quality, so let’s get to work:
Open the WL_DRAW.C file and find the following line:
::: CODE :::
unsigned wallheight[MAXVIEWWIDTH];
And modify it to look like this:
::: CODE :::
unsigned wallheight[MAXVIEWWIDTH], min_wallheight;
Then edit the CalcHeight (void) function to look like:
::: CODE :::
int CalcHeight (void)
{
int transheight;
int ratio;
fixed gxt,gyt,nx,ny;
long gx,gy;
gx = xintercept-viewx;
gxt = FixedByFrac(gx,viewcos);
gy = yintercept-viewy;
gyt = FixedByFrac(gy,viewsin);
nx = gxt-gyt;
//
// calculate perspective ratio (heightnumerator/(nx>>8))
//
if (nx<mindist)
nx=mindist; // don't let divide overflow
asm mov ax,[WORD PTR heightnumerator]
asm mov dx,[WORD PTR heightnumerator+2]
asm idiv [WORD PTR nx+1] // nx>>8
// Darkone's Textured Ceiling Floor Addtional Code
// update min_wallheight
asm mov bx,[min_wallheight]
asm cmp ax,bx
asm jae noupdate:
asm mov [min_wallheight],ax
noupdate:;
// End Addtional Code
}
Then add the following macro declaration just before the start of vgaCeiling array declaration:
::: CODE :::
#define USE_TEX(page) (0x0000|(page))
/*
** use USE_TEX(n) to use floor/ceiling textures for given level
** n should be 1..255 !!!
** it is MAP-ID (from FloEdit). First texture goes to floor, second to ceiling
*/
Now we are about to write the main texturing code....
Add this function just after vgaCeiling array declaration:
::: CODE :::
// ------------------------- * Textured flats * -------------------------
/*
** Draw Textured Floor/Ceiling
*/
void DrawFlats(unsigned tex_f, unsigned tex_c)
{
int x, y, y0, halfheight;
unsigned top_offset0, bot_offset0, top_offset, bot_offset;
unsigned top_add, bot_add;
byte p, color;
byte far *src_bot, far *src_top;
fixed dist; // distance to row projection
fixed tex_step; // global step per one screen pixel
fixed gu, gv, du, dv; // global texture coordinates
int u, v; // local texture coordinates
// ------ * prepare * --------
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
top_offset0=80*(halfheight-y0-1); // and will decrease by 80 each row
bot_offset0=80*(halfheight+y0); // and will increase by 80 each row
src_bot=PM_GetPage(tex_f); // load floor texture
src_top=PM_GetPage(tex_c); // load ceiling texture
// draw horizontal lines
for(p=0; p<4; p++)
{
asm mov ax,0x0102
asm mov cl,[p]
asm shl ah,cl
asm mov dx,0x3c4
asm out dx,ax
for(y=y0, top_offset=top_offset0, bot_offset=bot_offset0; y<halfheight; y++, top_offset-=80, bot_offset+=80)
{
dist=(heightnumerator/y)<<5;
gu= viewx+FixedByFrac(dist, viewcos);
gv=-viewy+FixedByFrac(dist, viewsin);
tex_step=(dist<<8)/viewwidth/175;
du= FixedByFrac(tex_step, viewsin);
dv=-FixedByFrac(tex_step, viewcos);
gu-=((viewwidth>>1)-p)*du;
gv-=((viewwidth>>1)-p)*dv; // starting point (leftmost)
du<<=2; // 4pix step
dv<<=2;
for(x=p, top_add=top_offset, bot_add=bot_offset; x<viewwidth; x+=4, top_add++, bot_add++)
{
if(wallheight[x]>>3<=y)
{
u=(gu>>10)&63; v=(gv>>10)&63;
color=*(src_top+((63-u)<<6)+(63-v));
// draw top pixel using <color>
asm mov es,[screenseg]
asm mov di,[bufferofs]
asm add di,[top_add]
asm mov al,[color]
asm mov es:[di],al
color=*(src_bot+(u<<6)+(63-v));
// draw bottom pixel using <color>
asm mov es,[screenseg]
asm mov di,[bufferofs]
asm add di,[bot_add]
asm mov al,[color]
asm mov es:[di],al
}
gu+=du; gv+=dv;
}
}
}
}
Be careful with it entering the above routine as it’s big and it’s easy to miss something.
After that change VGAClearScreen from:
::: CODE :::
void VGAClearScreen (void)
to:
::: CODE :::
void VGAClearScreen(unsigned ceiling)
and then comment out or remove this next line:
::: CODE :::
unsigned ceiling=vgaCeiling[gamestate.episode*10+mapon];
As you see I’ve removed ceiling variable from the function and added a parameter with the same name.
The last thing we will modify is ThreeDRefresh function (Be Careful) so it looks like this:
::: CODE :::
void ThreeDRefresh (void)
{
int tracedir;
unsigned ceiling;
boolean flats;
<..stuff skipped..>
//
// follow the walls from there to the right, drawwing as we go
//
ceiling=vgaCeiling[gamestate.episode*10+mapon];
if((ceiling>>8)==(ceiling&0xFF))
{
VGAClearScreen(ceiling);
flats=false;
}
else
{
flats=true;
ceiling=((ceiling&0xFF)-1)<<1;
}
WallRefresh();
if(flats)
DrawFlats(ceiling, ceiling+1); // draw textured floor/ceiling
<..stuff skipped to end of routine..>
Ok, enough coding, let’s learn how to use this feature. First you should find a pair of images: one for floor, one for ceiling texture. They should look like texture, of course this is not a must, but it would look silly. Then I used FloEdit to import them to my data files. I used indexes 62 and 63 (note that first index must be even and second index must be equal to first plus 1. This would make MAP-ID the same for both of them!), and remembered MAP-ID, 32 in this case.
Then I’ve chosen a level(s) to be textured using these textures (for simplicity it would be e1m1).
So I modified vgaCeiling array like that:
::: CODE :::
unsigned vgaCeiling[]=
{
#ifndef SPEAR
USE_TEX(32),0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,
0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,
0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,
0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd
#else
0x6f6f,0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f,
0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc
#endif
};
Note that I used MAP-ID, I remembered!
That’s all. I’ve built .exe and started it.
If you've done things correctly, you will now have ceiling and floor textures.
Voila! That’s it!
I hope this thing helped you on your way to create the best Wolf3D conversion ever made. If so, just drop me a line on DarkOne@navigators.lv. I wish to see your work!
----------------------
Enjoy
Greg
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andy3012
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Joined: 02 Jul 2004
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Posted: Sat Jul 17, 2004 9:39 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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| lol sorry, i know it all goes into wl_draw, but where i put it, doesnt seem to work, like give me a clue where to put it. |
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sentenced
DieHard SS


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Last Visit: 12 Oct 2009
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Posts: 381
Location: Liverpool, England

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Posted: Sat Jul 17, 2004 9:53 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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Put the macro declaration into the code as follows:
"}
#endif
//==========================================================================
#define USE_TEX(page) (0x0000|(page))
/*
** use USE_TEX(n) to use floor/ceiling textures for given level
** n should be 1..255 !!!
** it is MAP-ID (from FloEdit). First texture goes to floor, second to ceiling
*/
unsigned vgaCeiling[]=
{
#ifndef SPEAR
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,
0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,
0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,
0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd
#else
0x6f6f,0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f,
0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc
#endif
};
/*
====================="
Then place the funtion here:
"}
#endif
//==========================================================================
#define USE_TEX(page) (0x0000|(page))
/*
** use USE_TEX(n) to use floor/ceiling textures for given level
** n should be 1..255 !!!
** it is MAP-ID (from FloEdit). First texture goes to floor, second to ceiling
*/
unsigned vgaCeiling[]=
{
#ifndef SPEAR
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,
0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,
0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,
0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd
#else
0x6f6f,0x4f4f,0x1d1d,0xdede,0xdfdf,0x2e2e,0x7f7f,0x9e9e,0xaeae,0x7f7f,
0x1d1d,0xdede,0xdfdf,0xdede,0xdfdf,0xdede,0xe1e1,0xdcdc,0x2e2e,0x1d1d,0xdcdc
#endif
};
// ------------------------- * Textured flats * -------------------------
/*
** Draw Textured Floor/Ceiling
*/
void DrawFlats(unsigned tex_f, unsigned tex_c)
{
int x, y, y0, halfheight;
unsigned top_offset0, bot_offset0, top_offset, bot_offset;
unsigned top_add, bot_add;
byte p, color;
byte far *src_bot, far *src_top;
fixed dist; // distance to row projection
fixed tex_step; // global step per one screen pixel
fixed gu, gv, du, dv; // global texture coordinates
int u, v; // local texture coordinates
// ------ * prepare * --------
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
top_offset0=80*(halfheight-y0-1); // and will decrease by 80 each row
bot_offset0=80*(halfheight+y0); // and will increase by 80 each row
src_bot=PM_GetPage(tex_f); // load floor texture
src_top=PM_GetPage(tex_c); // load ceiling texture
// draw horizontal lines
for(p=0; p<4; p++)
{
asm mov ax,0x0102
asm mov cl,[p]
asm shl ah,cl
asm mov dx,0x3c4
asm out dx,ax
for(y=y0, top_offset=top_offset0, bot_offset=bot_offset0; y<halfheight; y++, top_offset-=80, bot_offset+=80)
{
dist=(heightnumerator/y)<<5;
gu= viewx+FixedByFrac(dist, viewcos);
gv=-viewy+FixedByFrac(dist, viewsin);
tex_step=(dist<< /viewwidth/175;
du= FixedByFrac(tex_step, viewsin);
dv=-FixedByFrac(tex_step, viewcos);
gu-=((viewwidth>>1)-p)*du;
gv-=((viewwidth>>1)-p)*dv; // starting point (leftmost)
du<<=2; // 4pix step
dv<<=2;
for(x=p, top_add=top_offset, bot_add=bot_offset; x<viewwidth; x+=4, top_add++, bot_add++)
{
if(wallheight[x]>>3<=y)
{
u=(gu>>10)&63; v=(gv>>10)&63;
color=*(src_top+((63-u)<<6)+(63-v));
// draw top pixel using <color>
asm mov es,[screenseg]
asm mov di,[bufferofs]
asm add di,[top_add]
asm mov al,[color]
asm mov es:[di],al
color=*(src_bot+(u<<6)+(63-v));
// draw bottom pixel using <color>
asm mov es,[screenseg]
asm mov di,[bufferofs]
asm add di,[bot_add]
asm mov al,[color]
asm mov es:[di],al
}
gu+=du; gv+=dv;
}
}
}
}
/*
====================="
Perhaps not the best way to display the positions for code insertion, but it's the best I can do for now.
The blue colour signifies the current insertion.
The red colour signifies a previous insertion. |
_________________ "Listen and exchange with me, as we both share in common a different value system."
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andy3012
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Posted: Sat Jul 17, 2004 10:53 pm
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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hmmm now how do i get the textures too show or should i say i don't understand the last bit... sorry im only a dumb @ss |
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Haasboy
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andy3012
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Posted: Sun Jul 18, 2004 8:33 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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i still don't understand, what do i do
#define USE_TEX(page) (0x0000|(page))
/*
** use USE_TEX(n) to use floor/ceiling textures for given level
** n should be 1..255 !!!
** it is MAP-ID (from FloEdit). First texture goes to floor, second to ceiling
*/
where it says Use_TEX(N) do i put the number of my floor, or the level i want to use it in.
and here #define USE_TEX(page) (0x0000|(page)) what do i do? I don't understand sorry folks |
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DieHard SS


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Posted: Sun Jul 18, 2004 9:59 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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Just think - Haasboy is right here. Whenever you get stuck programming, the first thing you will want to do is to at least attempt to solve the problem alone, but it's all in black and white:
unsigned vgaCeiling[]=
{
#ifndef SPEAR
USE_TEX(32),0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xbfbf,
0x4e4e,0x4e4e,0x4e4e,0x1d1d,0x8d8d,0x4e4e,0x1d1d,0x2d2d,0x1d1d,0x8d8d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x1d1d,0x2d2d,0xdddd,0x1d1d,0x1d1d,0x9898,
0x1d1d,0x9d9d,0x2d2d,0xdddd,0xdddd,0x9d9d,0x2d2d,0x4d4d,0x1d1d,0xdddd,
0x7d7d,0x1d1d,0x2d2d,0x2d2d,0xdddd,0xd7d7,0x1d1d,0x1d1d,0x1d1d,0x2d2d,
0x1d1d,0x1d1d,0x1d1d,0x1d1d,0xdddd,0xdddd,0x7d7d,0xdddd,0xdddd,0xdddd
That is the ceiling colour code. Sixty levels. Sixty colours. One "USE_TEX" command. Just remeber what wall Ids are... |
_________________ "Listen and exchange with me, as we both share in common a different value system."
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andy3012
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Posted: Sun Jul 18, 2004 10:39 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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still don't get it lol |
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Posted: Sun Jul 18, 2004 10:48 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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@andy3012: If you can't get these floor/ceiling to work, then it is not worth to do this thing and forget about this function! That's alot of waste your time to ask someone to help you out...
FOLLOW THE STEP BY STEP OF FLOOR / CEILING TUTORIAL BEFORE YOU CAN UNDERSTAND
I did it before and failed 100 times, forget it for now.. then I did the Outside atmosphere tutorial and got it work w/o any problem.  |
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Haasboy
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andy3012
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Posted: Sun Jul 18, 2004 11:48 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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| well even tho im almost there, ill do as u say. Hmmm I doubt if i'll continue my project, because every single code i try add to my game never works!!! apart from the odd things, like death artifact. and summat else... |
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andy3012
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Posted: Sun Jul 18, 2004 2:52 pm
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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I am greatful, I just wish i could put all these codes into my game... I soon hope with experience ill grow to learn, but thanks for helping anyway
EDIT: DUDE Oh my god, i just got it to work, I realised on the ThreeD bit I erased something that i displays stuff, dude thank you guys Ever so Much! |
Last edited by andy3012 on Sun Jul 18, 2004 3:17 pm; edited 1 time in total
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BrotherTank
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Posted: Sun Jul 18, 2004 3:10 pm
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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andy3012 wrote:
I am greatful, I just wish i could put all these codes into my game... I soon hope with experience ill grow to learn, but thanks for helping anyway
I guess the problem here is that you want to install these modifications to the code and you don't understand them or the original code.
Andy, The "unsigned VGACeiling[]" is an array. It holds the ceiling colours for the game. Each one of the values ie: 0x1d1d is a colour for a floor. The first 60 definitions are for the Wolfenstein side of the code, and the second 21 are for the Spear of Destiny side of the code.
What Darkone did in this tutorial is the following:
If you want a colour for the ceiling for a particular level, then you leave that array pointing to the colour... ie 0x1d1d (gray). If you want to have a texture, then you replace the colour code with "USETEX (number)" - where the number refers to a texture in your vswap. In his example he used "USETEX (1)" which replaced the first floor colour of 0x1d1d.
If you have entered everything properly, and it compiles properly, then you should get the gray stone wall as you floor and ceiling texture on level 1.
If it compiled properly, but you didn't get the texture when you run your game, chances are that you left the original "unsigned vgaCeiling[]" array in your code. Replace (read remove) the original with the new one he provided. Compile and try again.
This tutorial does work, and has been proven to work. But my first suggestion would be to learn more about the code itself. I would suggest going to the Dome or somewhere where they have basic tutorials on changing things within the code. Start with the basics, and learn the code. When you are done, these more difficult tutorials will still be here, waiting for you to install.
Greg
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JackaL
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Posted: Wed Feb 23, 2005 7:54 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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| Hmmm, I have inserted the stars/snow effect in the 1st and 20th level, then how can I make the texture just display on the floor of those levels, as it displays on ceiling also, but I need that for the stars. Is there a way around this? Ther would be because its done in EoD. |
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Haasboy
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Posted: Wed Feb 23, 2005 5:21 pm
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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| A Tutorial has been replaced for combining both of these tutorials, I would give a direct link, but I don't have the link on hand. The tutorial can be found in the "Code Tutorials" section. |
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Location: England

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Posted: Wed Mar 30, 2005 9:22 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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| Yes the code will work, Darkone just left a comment saying in Floedit the first texture goes to the floor and the second goes to the ceiling, So its like your Light blue wall will go on the floor and your Dark blue wall will go on the ceiling. |
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Reactor
DieHard Guard

Joined: 17 Mar 2005
Last Visit: 06 Feb 2010
Topics: 23
Posts: 274
Location: Hungary

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Posted: Wed Mar 30, 2005 9:51 am
Subject: Texture terror act 2.
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Hmm, okay. So no problem with that.
And how can I insert floor and ceiling graphics, like in End of Destiny? It's a bit idiotic to have just a deep blue ceiling with a cyan floor. Do I need to make something else with the source code? |
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Posted: Wed Mar 30, 2005 10:41 am
Subject: Re: [Code] Textured Floor/Ceiling - By Darkone
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What do you mean like EOD? Do you want map control?
The code Brother Tank wrote on map control is for solid ceiling and floor but should tell you how to make it with texture floor and ceiling. |
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