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DISCOVERY : Adding new walls without changing the source!
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PostPosted: Thu Nov 04, 2004 6:56 pm
   Subject: DISCOVERY : Adding new walls without changing the source!
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I've stumbled on a great discovery... Apparently, since doors are always stored at a specific spot in VGAGRAPH, when you add a new Walltype, you just need to push the door graphics back one Map-ID! I've noticed that alot of editors just add the new walls before the door chunks, so this poses an un-necessary problem. For example, you add a new wall-type, and the new Walls are added BEFORE the door walls, and it's Map-ID takes the place of the original cyan-silver door, so all you need to do is push all door graphics back one Map-ID and use the highest Map-ID for your new wall!

MORE SIMPLY:

1. You add a new walltype. The original silver door Map-ID was 53, and it's pushed up to 54 by your new walltype.
2. Put all the door graphics back in their proper positions by sliding everything after your new chunks back one Map-ID.
3. Use the Map-ID with the highest number for your new walls!

And there you have it... New walls without changing the source!
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PostPosted: Thu Nov 04, 2004 7:15 pm
   Subject: Re: DISCOVERY : Adding new walls without changing the source
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Umm... it's already been discovered, though not explained this much, I believe.
But it's okay, the excitement got to you Wink

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PostPosted: Thu Nov 04, 2004 7:21 pm
   Subject: Re: DISCOVERY : Adding new walls without changing the source
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*Edit* This made no sense whatsoever.


Last edited by ZuljinRaynor on Thu Nov 04, 2004 7:32 pm; edited 1 time in total
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PostPosted: Thu Nov 04, 2004 7:29 pm
   Subject: Re: DISCOVERY : Adding new walls without changing the source
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Darkhaven3 wrote:
I've stumbled on a great discovery... Apparently, since doors are always stored at a specific spot in VGAGRAPH, when you add a new Walltype, you just need to push the door graphics back one Map-ID! I've noticed that alot of editors just add the new walls before the door chunks, so this poses an un-necessary problem. For example, you add a new wall-type, and the new Walls are added BEFORE the door walls, and it's Map-ID takes the place of the original cyan-silver door, so all you need to do is push all door graphics back one Map-ID and use the highest Map-ID for your new wall!

MORE SIMPLY:

1. You add a new walltype. The original silver door Map-ID was 53, and it's pushed up to 54 by your new walltype.
2. Put all the door graphics back in their proper positions by sliding everything after your new chunks back one Map-ID.
3. Use the Map-ID with the highest number for your new walls!

And there you have it... New walls without changing the source!


Firstly, the door/walls/sprites are all stored in the VSWAP file...

Secondly... What map editor are you talking about?

As for the code side of things, this is no new discovery. The original code has 49 different wall styles. You can thus insert up to 15 more wall graphics without changing anything in the code as it will allow up to 64 different textures.

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PostPosted: Thu Nov 04, 2004 7:31 pm
   Subject: Re: DISCOVERY : Adding new walls without changing the source
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BrotherTank is right in the whole wall thing. Also your discovery would not work in SoD. This is how I know BrotherTank is right. Sad I sorta got flamed for my misconception of adding more than 15 walls while I was using SOD not Wolf3d.
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PostPosted: Thu Nov 04, 2004 8:01 pm
   Subject: Re: DISCOVERY : Adding new walls without changing the source
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Shit, I'm always the last person to know these things... :/

And also, Brothertank, I meant any editor, but in particular MapEdit 4.2 or higher, and FloEdit II.
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