[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
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.
This would allow greater freedom in creating unique environments, and would provide a richer experience for the games player.
- George Gilbert
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Re: Multiple textures per level
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!
Re: Multiple textures per level
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?
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!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
- Gambit37
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Re: Multiple textures per level
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
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 

- Gambit37
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Re: Multiple textures per level
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.
Re: Multiple textures per level
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!
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!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
- Gambit37
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Re: Multiple textures per level
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...
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...
- George Gilbert
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Re: Multiple textures per level
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.
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.
- George Gilbert
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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].
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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