ENGINE: Alternate images for wallitems don't work

Messages are moved here (should anyone ever want to see them again) once they are no longer applicable to the current version (e.g. suggestions that have been implemented or bugs that have been fixed).

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
Post Reply
User avatar
Gambit37
Should eat more pies
Posts: 13773
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

ENGINE: Alternate images for wallitems don't work

Post by Gambit37 »

I'm testing out new wallitems and realised that although you've allowed ALT imgaes in the spec, they are not used by the engine.

Reasons for needing this feature:

1) Without variable transparency masks (alpha-blending/anti-aliasing), the designer has to capture wall items with part of the wall around the edges, so that it blends seamlessly. This is most important when you are standing with a wall directly in front of you:

Image

If you then move left and right, the wall is flipped horizontally to simulate movement. But the wallitems are not (and frankly, you wouldn't want them to be anyway, espeically if they are asymmetrical). So I assumed the ALT image would allow me to specifcy a bitmap for the flipped view which would be the same image, but captured on the flipped wall. This is what I've done and included the bitmap in my object as the SIDEIMAGE_ALT bitmap. But it ain't recognised and RTC still uses the default image, to ill effect:

Image

You can see how the image doesn't blend with the wall.

2) This feature is also required for asymmetrical items in hallways running away from you. Consider this image:

Image

The side give the correct representation on either side of the corridor. But again, RTC only shows the same image flipped, it doesn't use the alternate one.

So is this a bug, an incomplete feature or am I using it wrongly?
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Post by George Gilbert »

1) This is a bug. The ALT image is exactly what this is supposed to solve!

2) This is not supported by the DM engine; objects must be symmetrical. Of course, that's not to say that it shouldn't be supported as part of the RTC engine...

So, not a bug, but a good idea for an enhancement.
User avatar
linflas
My other avatar is gay
Posts: 2445
Joined: Tue Nov 04, 2003 9:58 pm
Location: Lille, France
Contact:

Post by linflas »

1) making two bitmaps for the same wallitem seems a boring workaround for me ... i love pink pixels but alpha-blending would be a very interesting enhancement... :roll:

2) oh oh ! that is different ! asymetrical objects and monsters (i already told about 2 side views for them in a previous suggestion) would bring more realism to the game !
User avatar
Gambit37
Should eat more pies
Posts: 13773
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Post by Gambit37 »

Yeah, alpha blending would solve a ton of issues and massively cut down on graphics creation.... ;) ;) ;)
User avatar
copperman
Um Master
Posts: 476
Joined: Thu Aug 29, 2002 12:49 pm
Location: UK

Post by copperman »

agreed, i suggest adding 32bit png support, as this is a royalty free format with mondo docs available
Don't be scene or herd!
Post Reply