Optional "Real World" method of drawing walls
Posted: Tue Jan 30, 2001 1:22 am
George, I've already spoken to you a bit about this, but here's the deal again:
DM and RTC both use a core set of graphics, some of which are flipped on the X axis depending on what the player can see at the time.
DM does this well, RTC tries to emulate DM but has some flaws, but BOTH engines do not allow for SEAMLESS REAL WORLD textures to be used without a lot of effort on the part of the designer (trust me, I've been trying this out!).
I therefore propose that RTC should have TWO wall drawing routines. One for 'classic' DM that works as it does now, and one for 'advanced' DM that would allow for proper seamless textures.
The real benefit of the second option is that lots of small bitmaps would not be required - you just supply one long wall graphic, and the engine uses portions of it as necessary. The designer would still need to ensure that the left and right 'perspective' walls match the seams of the long wall, but it would make creating textures a lot, lot simpler.
For this to work, the engine would also need to support mutiple images for wall items to avoid the being flipped incorrectly at certain view points.
DM and RTC both use a core set of graphics, some of which are flipped on the X axis depending on what the player can see at the time.
DM does this well, RTC tries to emulate DM but has some flaws, but BOTH engines do not allow for SEAMLESS REAL WORLD textures to be used without a lot of effort on the part of the designer (trust me, I've been trying this out!).
I therefore propose that RTC should have TWO wall drawing routines. One for 'classic' DM that works as it does now, and one for 'advanced' DM that would allow for proper seamless textures.
The real benefit of the second option is that lots of small bitmaps would not be required - you just supply one long wall graphic, and the engine uses portions of it as necessary. The designer would still need to ensure that the left and right 'perspective' walls match the seams of the long wall, but it would make creating textures a lot, lot simpler.
For this to work, the engine would also need to support mutiple images for wall items to avoid the being flipped incorrectly at certain view points.