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[Tutorial] Multi-textured floors
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Adam Biser
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PostPosted: Thu Feb 17, 2005 10:21 pm
   Subject: [Tutorial] Multi-textured floors
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This is a modificaton to DarkOne's textured floor tutorial. so first you need to do it.
http://diehardwolfers.areyep.com/viewtopic.php?t=1575

OK, now let's split the floor draw loop from the ceiling draw loop and multiple texture support.
DrawFlats will now look like this: (The red lines are the ones added for multi-texture support)
::: CODE :::
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
   int floorx,floory;
   unsigned curfloortex, lastfloortex;


   // ------ * 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_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; y<halfheight; y++, top_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; x<viewwidth; x+=4, top_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
            }
            gu+=du;
            gv+=dv;
         }
      }
   }
//   src_bot=PM_GetPage(tex_f); // load floor texture
   lastfloortex=-1;
   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, bot_offset=bot_offset0; y<halfheight; y++, 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, bot_add=bot_offset; x<viewwidth; x+=4, bot_add++)
         {
            if(wallheight[x]>>3<=y)
            {
               floorx = (gu>>TILESHIFT)&63;
               floory = (-(gv>>TILESHIFT)-1)&63;
               curfloortex=MAPSPOT(floorx,floory,0);
               if (curfloortex < AREATILE || curfloortex > AREATILE+NUMAREAS)
                  curfloortex=0;// Default to the first texture.  TODO: define a default.
               else
                  curfloortex -= AREATILE;
               if (curfloortex != lastfloortex)
               {   
                  lastfloortex=curfloortex;
                  src_bot=PM_GetPage(curfloortex);
               }

               u=(gu>>10)&63;
               v=(gv>>10)&63;
               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;
         }
      }
   }
}


Here's a change you can make to the code above, if you want complete control of the textures.
First, enable the third plane in your code by setting MAPPLANES to 3 (it's inside of ID_CA.H), then change this code:
::: CODE :::
               curfloortex=MAPSPOT(floorx,floory,0);
               if (curfloortex < AREATILE || curfloortex > AREATILE+NUMAREAS)
                  curfloortex=0;// Default to the first texture.  TODO: define a default.
               else
                  curfloortex -= AREATILE;

To this:
::: CODE :::
               curfloortex=MAPSPOT(floorx,floory,2);

You can also make the ceiling multi-textured (almost a straight copy of the ner inner loop code) and make a ceiling texture be after each floor texture in your VSWAP. Then just assign the floor texture and calculated the ceiling.

Examples:
http://diehardwolfers.areyep.com/album_page.php?pic_id=118
http://diehardwolfers.areyep.com/album_page.php?pic_id=119

EDIT: Removed an unnecessary check from the code and explained the last ideas a bit better.

EDIT2: To get this to work better with PushWalls, go to PushWall() in WL_ACT1.C and add
::: CODE :::
   MAPSPOT(pwallx,pwally,0) = MAPSPOT(player->tilex,player->tiley,0); // Set the floor tile code.

to the end.
This sets the floor code of the pushwall to the same floorcode on which the player is standing.

EDIT3: Also be sure to apply this tutorial: http://diehardwolfers.areyep.com/viewtopic.php?p=18654#18654
As it helps keep PageLoading fast.
Just add this line where Chris mentions it.
PM_NextFrame();

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Last edited by Adam Biser on Mon Jul 11, 2005 6:09 am; edited 3 times in total
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PostPosted: Fri Feb 18, 2005 12:36 am
   Subject: Re: [Tutorial] Multi-textured floors
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If I'm not mistaken, didn't one of the Zussamenkunft betas use this?
Anyways, cool stuff as always, Adam. Smile

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PostPosted: Fri Feb 18, 2005 5:35 am
   Subject: Re: [Tutorial] Multi-textured floors
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I don`t understand how the texture is defined.

Does it use floor codes or another map?
Anyway this is the best thing that could of ever happened Crying or Very sad Crying or Very sad Crying or Very sad
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PostPosted: Fri Feb 18, 2005 6:01 am
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@Metal Overlord: Dunno, I've not tried Zussamenkunft.

@flamer46: In the given tutorial, the texture is defined by the floor codes. The lowest floor code is wall 0, etc.
However, you can make it use plane 3 if you enable plane 3 in your source. That change is given in the end of the tutorial.

Also, I should note that when you apply this tutorial, the compiler will give you a warning that the parameter tex_f is not used. Once you figure out your means of assigning ceiling/floor graphics, you can get rid of both parameters.

I also thought that a better way to have multiple ceiling and floor textures would be to have the ceiling texture always be after the floor texture in your VSWAP, then you just have to assign the floor texture to a tile and calculate the ceiling texture. None of that hi/lo-byte funkyness.

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PostPosted: Fri Feb 18, 2005 12:29 pm
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I don`t really understand what third plane is.

Can you explain what it is?
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PostPosted: Fri Feb 18, 2005 12:33 pm
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The wolf3d engine originally has 2 planes: walls and objects. Earlier TED5-based games (Keen 4-6, Catacombs, BioMenace) had 3. Each map in the GAMEMAPS file has an empty third plane. See, they left it in the map file, but took it out of the engine since it isn't needed. So therefore, you can just enable it again and use it for whatever you want. ChaosEdit and WDC both support it. (FloEdit and older editors do not)

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PostPosted: Fri Feb 18, 2005 2:13 pm
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Excelent Adam. Great work. I think we can finally fix the indoors grass problem. Wink

Question: Would this support floors > 64?
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PostPosted: Fri Feb 18, 2005 2:39 pm
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Well, BLOW ME UP! Shocked It actually WORKS!!! And there I was, thinking that it would have to be an entirely new texture routine! You're genius, Adam! Very Happy

I got it to work with clouds and shading, and was able to use the 3rd plane to define the texture layout.

Great work, Adam! I can't thank you enough. You have delivered the Wolfenstein community from the evil single-floor-texturedness! Very Happy
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PostPosted: Fri Feb 18, 2005 3:08 pm
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@ZuljinRaynor: Yep, no more "I must find a texture that works outside, inside, as a restroom and dungeoun floor" problem. Very Happy
Yes, it'll work with >64. The check that was in the original version of the code was not necessary.

@WSJ: Yes, I thought it would be all new code, too. After hours of looking at floor-casting pages and formulas and all that non-sense, I thought... let's just try shoving this in DarkOne's code. Laughing
I think the third plane is the way to go.

With some changes, you could even have clouds and ceiling textures on the same level. Don't know how realistic it will look in the game though, since the ceiling won't have thickness.

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PostPosted: Fri Feb 18, 2005 10:36 pm
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How would I go about defining the textures in the 3rd plane, as I've read through this tutorial over and over again.



The ceiling texture code, would that be defined exactly how you defined the floor textures or would the code be different. My DrawFlats code isn'ts DarkOne's orginal code its the code that BrotherTank posted on the emmerging the Outdoor with textures tutorial

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PostPosted: Sat Feb 19, 2005 12:20 am
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I just tried this last night. It's really really cool!!! Just a few lines of code as well Shocked awesome.

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PostPosted: Sat Feb 19, 2005 3:25 am
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I still don`t get it how to put the 3rd plane inside a map using chaos-edit.

Adam you can explain wdc i have that to.

Please someone
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PostPosted: Sat Feb 19, 2005 4:58 am
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I finally go it to work, but it only allows me to put i tile down, if I put more down they look like the default texture that was placed.

...And I occasionally receive the following error "PML_GetPageFromXMS: Non segment pointer", does anybody know what this means, as the only change I've done is Multi texture code with plane 3 enabled







EDIT: I found out why I had trouble with placing more than one texture, it was the tile graphic I was placing. Anyway it all works except for that error I'm receiving.

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PostPosted: Sat Feb 19, 2005 3:02 pm
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Heres some ideas I came up with:


  • Footprints in the snow
  • Tire Tracks
  • Better Looking Blood.
  • Ground Vents/Drains
  • Train Tracks
  • Trenches (Inaccessible though Sad , maybe for MG42ers.)
  • Ashes left from a mortar explosion.


I'm not going to put this in todpfad because I'm not going to redo my maps.
But I'll try it in a test verison I'm making, (never be released though, just for personal test.)

Very Nice Feature Adam!
~Kyle

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PostPosted: Sat Feb 19, 2005 9:19 pm
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@flamer46: well, to edit the third plane with WDC click the "?" button above the wall tile list on the right. The list is empty, but you can add things to it (press F9 to access that screen). Then you basically place tiles like you do walls and objects. See what I mean?

@Haasboy: I don't know what's causing that error. That's one I haven't received, sorry.

@Deathshead, KyleRTCW: Thanks.

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PostPosted: Sun Feb 20, 2005 2:42 pm
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I think there's only one problem with this. The floor codes will be a bit messy. You sacrifice the madenoise factor for the appearance. You'll have several floor codes in the one room.

Does anyone understand this? It's hard to put into words.

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PostPosted: Sun Feb 20, 2005 3:03 pm
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That's why the plane 3 approach is better than the floorcode approach.

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PostPosted: Mon Feb 21, 2005 7:29 am
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I don't get much of the code stuff (nothing, to be more precise Razz), but it's great you figured multiple floors out!
The other day I saw 'The great escape' so I'm going to call you:
Adam "the coder king" Biser. Cheesy Grin

Also a possible solution to have outside atmosphere and ceilings could be putting a non-blocking directional sprite between both textures to separate them, something like a door frame or something.
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PostPosted: Mon Feb 21, 2005 9:26 am
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I was just thinking about using this code with floorcodes.

I have not instaled this in the code.

But when pushwalls move wich texture is shown because it`s not a floor code. Where the wall was.
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PostPosted: Mon Feb 21, 2005 10:15 am
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@MrWolf: Thanks, but I'm not that good really.

@flamer46: Good question. I added some code that will fix this problem.
Just go to PushWall() in WL_ACT1.C and add
::: CODE :::
   MAPSPOT(pwallx,pwally,0) = MAPSPOT(player->tilex,player->tiley,0); // Set the floor tile code.

to the end.

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PostPosted: Mon Feb 21, 2005 2:52 pm
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Um, how would you use the third plane thing on MapEdit 8.4 or 7.2? I'm not a big user of WDC.

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PostPosted: Mon Feb 21, 2005 4:31 pm
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Sound, works straight away Smile

Is there a way to get the ceiling and floors different textures.

I dont want them parrallel Sad

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PostPosted: Mon Feb 21, 2005 4:32 pm
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Well, unless someone modifies MapEdit, it doesn't support the third plane. WDC and ChaosEdit are the only ones that do right now. Sorry. I have the MapEdit 7.2 source (I think), but not 8.4. If I had it, I could see about making some changes to update it a bit (ie: plane 3, support for ChaosEdit's uber-compression, etc).

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PostPosted: Tue Feb 22, 2005 1:04 am
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Um, since you have 7.2 source, are you going to do it?

Sorry, but I was converted to MapEdit, and haven't been able to switch back, I like it so much!

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PostPosted: Tue Feb 22, 2005 4:57 am
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I demand screenshots! Mr Green

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PostPosted: Tue Feb 22, 2005 5:37 am
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Ringman: Adam already released some screenshots and you can find them with the link of the first post.

Adam: Wdc is a good editor but the problem in making map`s with it is that there are different windows to place objects and walls on the map. In mapedit the object and wall panel is on a side of the screen making it faster and easier to use. You should make the mapeditor of wdc like mapedit.
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PostPosted: Tue Feb 22, 2005 5:58 am
   Subject: Re: [Tutorial] Multi-textured floors
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@Ringman: Yep, they're there.

@flamer46: It sounds like you're thinking WDC is FloEdit. FloEdit had the wall/object selection lists on different screens than the mapeditor. I tried to make WDC as close to a Windows MapEdit that I could because MapEdit was my preferred editor, too.

@jamez: Try using the 3rd plane for floors and make the ceilings = floor+1. Then you just need to add floor/ceiling texture pairs to your VSWAP.

EDIT @Deathshead: Well, I had hoped to be able to use the source for the latest version available, but if need be, I can update 7.2 when I get the time.

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jamez
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PostPosted: Tue Feb 22, 2005 9:12 am
   Subject: Re: [Tutorial] Multi-textured floors
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I see what you mean although this is kinda inefficient in the way that the floor one works. Is there no way of creating a fourth plane? Plus I noticed WDC edits HI RES vswaps Smile

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Adam Biser
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PostPosted: Tue Feb 22, 2005 9:17 am
   Subject: Re: [Tutorial] Multi-textured floors
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@jamez: I'm testing a WDC update that will support up to 8 map planes if necessary. I had the same thought you did about using another plane to define ceiling tiles. Using more than 3 planes will require a few very minor code changes because the structure of the GAMEMAPS and MAPHEAD files had to be changed. So when the next update comes out (it will probably be a beta), then you can give it a try.

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PostPosted: Tue Feb 22, 2005 9:22 am
   Subject: Re: [Tutorial] Multi-textured floors
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Wow... the huge power of the unknown planes. This is probably the best thing to come since the first release of the Textured floors and ceilings.
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