[Done for V0.36] Multiple textures per level

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Gambit37
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[Done for V0.36] Multiple textures per level

Post by Gambit37 »

It would be nice to use textures from different "banks" to create distinct areas of a level that don't look all the same, as in DM2.

This would allow greater freedom in creating unique environments, and would provide a richer experience for the games player.
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George Gilbert
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Re: Multiple textures per level

Post by George Gilbert »

Already supported. There's no limit on the number of textures for walls/floors etc per level. You just can't see it in the *.rtc files released so far as they're all trying to emulate DM/CSB which doesn't support it!
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Re: Multiple textures per level

Post by beowuuf »

How does this work? Does each tile have the graphic explicitly stated for it? Or are you refering to wall object/floor pad like textures?
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Re: Multiple textures per level

Post by Gambit37 »

Again, just bringing this back up the list. Is this feature still going to be implemented?
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Re: Multiple textures per level

Post by George Gilbert »

Not sure - I've had to modify this section of the code quite a bit. It's more likely to be one set per dungeon :-(
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Re: Multiple textures per level

Post by Gambit37 »

In case no-one had noticed, a happy compromise has been reached in v0.16 - you can have different sets of graphics on a per level basis. This is a really nice feature, which will allow EOB style dungeons that have a different them per level.
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Re: Multiple textures per level

Post by beowuuf »

From what I remember of really early threads, this was how it was goign to be done, then for some reason wasn't going to be, and now is. It's a very good compromise : )

With a potential of 256 levels that's quite a number of wall sets to have available!
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!

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Re: Multiple textures per level

Post by Gambit37 »

Of course, it goes without saying that all other wall items and objects (alcoves, door frames, etc) would need to be re-designed to match any new wall graphics, otherwise you'd have one style of graphics overlaying another which would look pretty weird.

Oh, and I meant 'theme' not 'them'... my typing is getting worse as I approach my thirtieth year. Wow, nearly 30 and still playing DM... ah, uh,.... I'm outta here...
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Re: Multiple textures per level

Post by George Gilbert »

Likewise on the age front....doh!

Actually the upper limit for levels, characters, new bitmaps, new sounds, new objects, new wallsets are all 10,000 (of each, not total)...

For performance reasons, levels themselves are however restricted to a size of 200x200.
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Post by Gambit37 »

Wallsets per level implemented since v0.16.
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Post by George Gilbert »

I've now expanded this for V0.36 so you can have multiple wallsets on a single level.

This is done by having a default wallset (specified as part of the level definition as in previous versions) but this can be over-ridden on a per tile basis with the new objects WALLITEM_WALLSET_ALT and FLOORITEM_WALLSET_ALT which both take a single parameter of a new wallset for that tile.

[Note that there's no material difference between the wallitem and flooritem, i've just provided the two objects for selecting them in the editor / avoiding warnings].
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Post by Gambit37 »

Wow -- this could be interesting! Will have to see how it works in practice, can't quite get my head around how the display will look, but very cool none the less.
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Post by George Gilbert »

I've modified the labyrinth.txt example dungeon to have not only the sand shaded default wallset but also the (very crudely ripped) DM2 "outside" wallset and added part of the maze that's outdoors...

Image
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Post by Gambit37 »

Ah! Interesting! This'll be really fun to play with.... :)
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