Improving how RTC draws walls

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Gambit37
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Improving how RTC draws walls

Post by Gambit37 »

I'm working just on a wall set at the moment, and as you say, all the walls give critical errors if they are the wrong size.

How hard would it be to change this so that the designer can specify the size? Do they *have* to match the sizes you've used? The problem is that you've chopped up the bitmaps in a different way to the original DM, and everything is ever so slightly out, so it's impossible to get the original DM tiles to work if you use them out of the box...

Additionally, if you used DM methods of drawing and allow the designer to override the positions and offsets, it would make developing seamless texture sets for RTC easier than at present and would allow the 'bandages' that Cowsmanaut discussed without requiring ANY EXTRA images (through clever use of transparency and knowing what the lower images will do when upper images are overlayed). Stuff like using the bushes images from DM2 will be very hard to do for RTC at present...

:idea: Here's what I mean (The green bit would actually be pink to work correctly)

Image
It's also worth noting that the RTCs layering of walls wouldn't be affected by this, assuming you always draw from the back to the front and from the sides to the centre.

I've been messing with this a fair bit, and am curious about why you used your method. :?: :?: It seems odd that you would add all this flexibility for change, yet the walls are still hardwired into the engine...
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George Gilbert
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Post by George Gilbert »

Hmmm - interesting.

Re-merging the wall bitmaps back together (the 120x222 compared with the 64x222 and 56x220 examples) I'm not keen on at all, however the 74x272 example has alot of mileage.

The walls are indeed drawn back to front and side to centre. So thinking about it your suggestion probably works already (although the RTC file won't compile, the dungeon should display the differently sized graphics).

I'll have a look at this some more...
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Gambit37
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Post by Gambit37 »

What's the main reason you wouldn't want to use the 120x222 image? Would it be pain in the ass to change it now? Playing devils advocate, surely it's easier to use one image? After all, if the engine determines that it needs to display the left hand image (64x222) then the right hand part (56x222) ALWAYS needs to be drawn anyway, unless there is also a wall to the right that obscures it. I can't imagine there's a performance hit drawing a bigger graphic as opposed to two smaller ones?
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George Gilbert
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Post by George Gilbert »

The walls are now drawn differently in V0.35
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