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Old 10-26-2010, 03:03 PM   #1
StoneFrog

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Multiple ROTT Floor Textures
I'm not going into go into great detail on this one, since I just...don't know where to begin. I was wondering if anybody who's played with the ROTT source code knows of a way to implement multiple floor/ceiling textures? I know that the SDL codebase for Wolfenstein 3D has managed a method to add floor and ceiling textures, and I think a means of assigning different ones to the floor code plane so that more can be used.

Any ideas here?
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Old 10-26-2010, 07:26 PM   #2
jbailey

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Re: Multiple ROTT Floor Textures
I could ask birger to be sure, but I'm not aware of any way to do what your talking
about, your referring to a way to put multiple textures on the floor/ceiling at the
same time. But your also limited to what the current game editors will allow.
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Old 10-26-2010, 10:50 PM   #3
GrimWoman

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Re: Multiple ROTT Floor Textures
Its been done on Wolfenstein like game engines so should be possible.

Here is an example in a game called bad toys...

http://www.youtube.com/watch?v=-Jdrs...eature=related
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Old 10-27-2010, 12:08 AM   #4
Dopefish7590

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Re: Multiple ROTT Floor Textures
I'm not that familiar with ROTT level making, but in Wolfenstein, each tile of the map had a value for the type of floor. This was used for the sound that would alert guards. If a shot was fired and you were on the same floor type as a guard, it would "hear" it. This was later coded so that the different floor types would also render a floor and ceiling you can see this in the game you mentioned, and Wolfenstein/Spear mods like AReyeP's Spear: End of Density.

If the ROTT floor tile workings are the same, in theory... It shouldn't be that hard to code a hack. Otherwise, I don't really know what to tell you.
Last edited by Dopefish7590; 10-27-2010 at 12:11 AM.
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Old 10-27-2010, 03:30 AM   #5
Per_Scan

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Re: Multiple ROTT Floor Textures
^
Heh, I've seen that answer somewhere before... :P

I was just thinking. How do the jump pads and triggers work in ROTT? Are they the same as the alert triggers in Wolf3D? Maybe something can be done with the code for them? I know that's not a very constructive answer but I just thought putting ideas out there might catalyse something.
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Old 10-27-2010, 06:26 AM   #6
Dopefish7590

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Re: Multiple ROTT Floor Textures
Quote:
Originally Posted by Per_Scan View Post
^
Heh, I've seen that answer somewhere before... :P
Mainly since I just copypasta'd my answer from the other board.

Quote:
Originally Posted by Per_Scan View Post
I was just thinking. How do the jump pads and triggers work in ROTT? Are they the same as the alert triggers in Wolf3D? Maybe something can be done with the code for them? I know that's not a very constructive answer but I just thought putting ideas out there might catalyse something.
Nope. Jump pads and triggers tend to be isolated to one floor tile, and there aren't the abundance of versions that Wolf floor tiles have.
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Old 10-27-2010, 06:38 AM   #7
Per_Scan

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Re: Multiple ROTT Floor Textures
Ah, I see. I take it that it's something similar with the ROTT ceiling lights too? 'Cos I was thinking (yeah, that's what that funny smell is!) maybe you could make new light sprites except instead of lights they would be new 'textures' sitting under the normal ceiling if that makes sense.
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Old 10-27-2010, 02:54 PM   #8
StoneFrog

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Re: Multiple ROTT Floor Textures
Quote:
Originally Posted by jbailey View Post
your referring to a way to put multiple textures on the floor/ceiling at the
same time. But your also limited to what the current game editors will allow.
Yeah. My idea was to somehow associate different floor codes with different ceiling and floor textures, instead of the entire map being flood filled with the ones specified in the corner of the map.
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Old 10-27-2010, 09:42 PM   #9
jbailey

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Re: Multiple ROTT Floor Textures
That would require a re-write of some source code, and you would also have to
modify the editor your using, but it's probably a do-able thing.
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Old 10-28-2010, 04:00 AM   #10
Per_Scan

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Re: Multiple ROTT Floor Textures
Could that re-write be a part of WinROTT? Or is that a little too much to ask? What about the idea of replacing ceiling light sprites with flat sprites that look like ceiling tiles? I know that would be a bit of a kludge but if it's possible it would certainly fix the ceiling issue and fool the human eye...
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Old 11-14-2010, 11:45 AM   #11
StoneFrog

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Re: Multiple ROTT Floor Textures
Basically, my plan is to have water in some levels of my ROTT mod. It's kind of messy, but I've based the water areas off of the pitfall traps - but with damage removed. The player moves more slowly in these areas and their view is sunken, so it's almost perfect. Right now they don't have a graphic, and I just want a way to create the illusion of water, even if it's just a sprite as Per_Scan suggested.
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Old 11-24-2010, 04:36 AM   #12
Per_Scan

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Re: Multiple ROTT Floor Textures
StoneFrog, did you ever find a workable solution to this?

I hope so as it sounds like a really nice idea...
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Old 11-24-2010, 12:31 PM   #13
StoneFrog

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Re: Multiple ROTT Floor Textures
Nope. I'm hoping someone with too much free time on their hands will magically appear and give me the code. :P
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