I'll look into it, and either end up doing it, or remember my good reason, I'm sure.

Moderator: George Gilbert
Well, they do display roughly 75% of the side bitmap, but that's how DM does it, too. Have a look at the individual bitmaps-- you'll see that the amount displayed is (as close as I can get to) equal to the amount that WHACK gives you. Remember, also, that due to a perspective anomaly in DM that WHACK can (but doesn't have to) emulate, the side bitmaps are only half as wide as the front ones, anyway.Parallax wrote:I have noticed that the side0 and side0_alt bitmaps cram the entire wallset bitmap in the picture, which they shouldn't.
It's a little harder than that, because WHACK is a sloppily coded hack-job (see, I say this kind of stuff about my own code, too!), so it makes some assumptions that wouldn't be true for flooritems, like that it doesn't matter where the bitmap tiles and that the resulting bitmaps are all going to be the same size. WHACK also requires that the flooritem base bitmap have powers of two as its dimensions, which may or may not work nicely with flooritems of all kinds of strange sizes.Parallax wrote:Also, it appears to me that, with minor modifications, WHACK could easily generate bitmaps for flat flooritems.
Possibly, if something that needs to be added that wouldn't be a major pain to add comes up.Parallax wrote:Any plans for WHACK08?
Actually, I have tried it again using a black bitmap with a one pixel colored border, and the border appears at the close edge of the side0 and side0_alt bitmaps, so I can affirm with confidence that these use the entire bitmap, minus the corners that perspective cuts off. I tried with both narrow and wide side wallsets.Sophia wrote:Well, they do display roughly 75% of the side bitmap, but that's how DM does it, too.
I'd believe this. The perspective in DM is weird: the front views are twice as wide as the side views. Counting bricks tells the story very quickly. So, trying to make proper side views using the DM perspective is probably going to look a bit ugly.Parallax wrote:Although that is fine when the side bitmap used is narrow, the effect is very bad when the side bitmap is wide
Thanks Linflas.linflas wrote:you can try RTCWM, for pits/stairs/doorframes and other stuff but it's very buggy !
i don't have a lot of time to correct the bugs at the moment because i'm very busy with my own custom dungeon !
I'm not sure. By default, it looks for a "wallset.bmp" in the same directory as WHACK, but check your whack.ini to make sure it's looking for the right thing in the right place.PaulH wrote:Bizarre, or I am being thick
I still don't understand what you mean. If by "alternate" you mean the image is flipped, then none of the front images are flipped by WHACK. The perspective view walls are flipped in the "alt" views. This is exactly what DSB needs and it used to work fine in RTC as well, though I haven't tested it in RTC in years, so I don't know.PaulH wrote:As entered from Whack, the side walls do not alternate - front 2 does, and shouldn't.