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resize background roof

Posted: Sat Jun 05, 2004 12:06 am
by linflas
here's a little test with the WALLS example :
Image
i did that by changing the size of the roof tile to 448x122 instead of 448x62 : and it worked, except that there's logically a critical error in compilation.
so could you... forget this critical error while compiling ? ;)

this would be great for creating exterior levels !!

Posted: Sat Jun 05, 2004 12:11 am
by beowuuf
oooooooooooooooooooooooooooooooooooooooooooh

not only do i love the roof, i love the mist effect you have in the distance with the floor too! very, very nice!

Posted: Sat Jun 05, 2004 12:13 am
by linflas
thanks ! i really thought it wouldn't compile, but the .rtc file has been created by miracle :)

Posted: Sat Jun 05, 2004 12:18 am
by beowuuf
george watches over us still, creating miracles : )

Posted: Sat Jun 05, 2004 12:23 am
by Gambit37
Looks great! Remember the misty levels in the original Hexen? makes me think of some nice stuff that could be done like that...

However, you need to bear in mind that the engine automatically darkens the sprites in the distance, so in this case it would look wrong as you would need the sprites to be made lighter -- more 'misty'.

There's another suggestion for George -- change the colour of the bitmap you use for alpha mapping for distance on a per level basis... :-)

Posted: Sat Jun 05, 2004 12:28 am
by linflas
yes ! for example something like : LEVEL_BACKGROUND_COLOR=<hexa value>

btw, i've just seen that no rtc file can be created while there's a critical error, but the engine worked anyway.

Posted: Sat Jun 05, 2004 1:06 am
by cowsmanaut
beat me to the punch.. had thought of doing this for a while. Good start.. now all you need to di is make the walls fade off into the fog.

moo

Posted: Sat Jun 05, 2004 1:50 pm
by Lunever
Looks very great! Go on with it!

Posted: Sun Jun 06, 2004 10:38 pm
by linflas
cowsmanaut wrote:now all you need to di is make the walls fade off into the fog.
exactly, but seing the horizon and suddenly a wall when you go forward is too weird, so i've added fog layers to the walls but also to the floor and roof tiles... sorry i you liked this cool horizon effect :)
now the wall set is complete, except for stairs (very hard to do :( ).

448x62 for the roof tile is now ok because of the fog, but i still need the LEVEL_BACKGROUND_COLOR variable ! this would be very useful for alpha blending creatures, items, fireballs...
in the 2nd screenshot, the second gazer is darker than the first one. maybe i'm wrong and these are different sprites ?

Image
Image

Posted: Sun Jun 06, 2004 10:42 pm
by linflas
forgot to say : compiling and playing the original "walls" example is ok, but the PLAY mode crashes when selecting the RTC file.
RTC (V0.28) Diagnostic file - Sun Jun 06 22:42:00 2004

Error:
an access violation exception.

Stack Dump:
RTC.DrawBitmap(pointer 0x00AA0008);
RTC.DrawDungeonFloorAndRoof();
RTC.DrawDungeonView(char 6, char 5, char 0, char 1);
RTC.DoEntrance(pointer 0x00A409F8);
RTC.InitSecondary();
RTC.DoFrame(int 7);
RTC.WinMain();

Posted: Sun Jun 06, 2004 10:48 pm
by linflas
i wrote:in the 2nd screenshot, the second gazer is darker than the first one. maybe i'm wrong and these are different sprites ?
haven't read completely gambit's explanations.. :oops:

Posted: Sun Jun 06, 2004 11:23 pm
by zoom
Hey Linflas, good work. a ~gloomy~ desert atmoshere!!

I would just keep the very first screenshot wall effect, bcs the walls fit more to creatures than the other two screenshots: in the later ones, there is too much done to the walls, making them kind of unreal.

hope there will be a way of implementing this stuff, would greatly increase game fun![/quote]

Posted: Sun Jun 06, 2004 11:51 pm
by beowuuf
i agree the first screenshot seems to have the right hand wall a little too unreal (then again, that's what it's like in mist!)

the second shot looks great - i think it does not jar with the creature. Does everything get resized dynamically, or can you have misty creatures too? You could even have the three square away views completely indistinct 'lumps' so you can't tell what approaches fro mthe distance : )

Posted: Sun Jun 06, 2004 11:53 pm
by andyboy_uk
I remember a while ago asking for George to implement 4 pictures that could replace the ceiling bitmaps for outside areas. Im pretty sure he did this.

Have a search through the suggestions, it might add to teh bits you have found already.

I will try and find a thread and post a link

Posted: Mon Jun 07, 2004 9:03 am
by Gambit37
@Beowuuf: Yep, everything is resized dynamically, so you're suggestion wouldn't work

@Andyboy: Yep, George added this support already, so that you can have a continuous skyline that has different images for north, south, east, west, etc. Also, in this case, the floor could be made correct too, with the undulations in the sand running east to west when you turn, rather than always being north to south.

Code: Select all

[Graphics - Wall Sets]
NAME=(WALLSET_DEFAULT)
WALL_01=(BITMAP_WALL_01_MAIN,BITMAP_WALL_01_ALT)
....
WALL_RF=(BITMAP_WALL_RF_MAIN,NULL,NULL,NULL)
WALL_FL=(BITMAP_WALL_FL_MAIN,NULL,NULL,NULL)
Ooooh, this example has got me all excited again for RTC! Good work Linflas!

BTW, your problem with Play mode and compiled RTC dungeons is a known problem with RTC 0.28. Hope George fixes it soon as it really prohibits anything useful with RTC at the moment. There's some threads about it here:

http://www.dungeon-master.com/forum/vie ... hp?t=23430
http://www.dungeon-master.com/forum/vie ... hp?t=23434

Posted: Thu Jun 10, 2004 2:25 pm
by linflas
i made 4 different bitmaps for each direction but if you go forward, the floor doesn't change. the move feeling is weird because only walls have an alternate bitmap. so finally, i prefere leaving only 1 bitmap and giving the rest a NULL value.
or maybe George will implement 8 bitmaps for WALL_RF and WALL_FL values ;)

Posted: Thu Jun 10, 2004 9:03 pm
by cowsmanaut

Posted: Mon Jun 14, 2004 12:50 pm
by linflas
oops forgot to thank you ! :) your snapshot helped me a lot this weekend but i had to restart everything from scratch : new floor, new walls, added stairs -aztek style- ones..

Posted: Wed Jun 16, 2004 10:48 am
by George Gilbert
First bit of RTC work for ages, but you'll be amazed to hear that I've actually implemented some of this ;-)

- "Wrong" sized walls now generate a warning, rather than an error
- There's an ambient lighting colour for each level which is used to shade objects as they fade into the distance.

I'll have a look at the other stuff as I go along!

Posted: Wed Jun 16, 2004 2:44 pm
by linflas
excellent ! George, you rock ! :D

Posted: Wed Jun 16, 2004 5:57 pm
by Lunever
Cool! I hope some time soon there will be a new RTC release that will feature the manually settable dificulty features talked about in another thread too!

Posted: Wed Jun 16, 2004 8:14 pm
by beowuuf
shhh, don't scare him away again! : )

Posted: Thu Dec 30, 2004 7:59 am
by billgus
(1) I would like the ceiling to be allowed to be larger (wider) than the viewport size and then have the engine scroll the image as you move. This would give a parallex (sp) effect. Maybe eventually allow more than one 'celing' graphic with differing widths.

(2) Gardens of the Imagination had the fade to color idea. I saw it in Shadow Caster. When you were underwater, fade went to blue. In a mist shrouded area, it went to gray. I don't remember about the lava area - probably to a dull red.

Posted: Sat Feb 05, 2005 12:20 pm
by George Gilbert
Done for V0.33

Posted: Sat Feb 05, 2005 1:35 pm
by Gambit37
Which bit was done for 0.33? I'm confused with this thread!