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#1 |
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And how can I get these tiles to be on sided anyway? The point in case here is tile #609. In Mapster32 it shows up fine, one sided, but it's not that way ingame.
Why does it do this and, more importantly, how do I get around it?
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Duke4.net - Duke's OTHER home. HeadbangersFM - The station that keeps your head banging! ------------- She's pretty, not "damn-she's-making-my-noodle-dance-samba"-pretty, but still very pretty... - Micki! |
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#2 |
Re: Eduke32: Some tiles are *never* one sided... why?
Are you running mapster32 in 32bpp mode? If you switch EDuke32 to 8-bit classic mode, does it display as it does in mapster32? If so, please send over the map.
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EDuke32 - "The corrupt doctrine of terror has begun." |
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#3 |
Re: Eduke32: Some tiles are *never* one sided... why?
In Eduke32, regardless of display mode, it shows this tile doublesided. In Mapster32, regardless of display mode, it shows this tile as singlesided.
Here's the map anyway ![]() The troubled area is to the East-SouthEast of the starting position.
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Duke4.net - Duke's OTHER home. HeadbangersFM - The station that keeps your head banging! ------------- She's pretty, not "damn-she's-making-my-noodle-dance-samba"-pretty, but still very pretty... - Micki! |
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#4 |
Re: Eduke32: Some tiles are *never* one sided... why?
define MASKWALL12 609
Code:
case MASKWALL1__STATIC: case MASKWALL2__STATIC: case MASKWALL3__STATIC: case MASKWALL4__STATIC: case MASKWALL5__STATIC: case MASKWALL6__STATIC: case MASKWALL7__STATIC: case MASKWALL8__STATIC: case MASKWALL9__STATIC: case MASKWALL10__STATIC: case MASKWALL11__STATIC: case MASKWALL12__STATIC: case MASKWALL13__STATIC: case MASKWALL14__STATIC: case MASKWALL15__STATIC: j = sp->cstat&60; sp->cstat = j|1; changespritestat(i,0); break;
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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#5 |
Re: Eduke32: Some tiles are *never* one sided... why?
So what you're saying is that it's hardcoded and there's no way around it?
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Duke4.net - Duke's OTHER home. HeadbangersFM - The station that keeps your head banging! ------------- She's pretty, not "damn-she's-making-my-noodle-dance-samba"-pretty, but still very pretty... - Micki! |
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#6 |
Re: Eduke32: Some tiles are *never* one sided... why?
How about just creating a new tile with the same texture?
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#7 |
Re: Eduke32: Some tiles are *never* one sided... why?
That can work.
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---HELLDUKE TC--- NEW STABLE MIRROR SECONDARY MIRROR ---GAMEPLAY VIDEO--- Gameplay Footage of my Mod. |
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#8 |
Re: Eduke32: Some tiles are *never* one sided... why?
That makes me wonder, can you dummytile a new tile then use texture to point to an existing tile in the original Duke3D art? That way you wouldn't have to distribute copyrighted art but still could use it in your mods as modified tiles.
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Duke Hard - 17 map episode for Duke Nukem 3D. |
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#9 |
Re: Eduke32: Some tiles are *never* one sided... why?
You shoud use eventloadactor to get the cstat and later set it during EVENT_GAME, if you know CON coding. That should supposed work.
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eduke32, one-sided |
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