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Offsets: are Walls not affected by them?
Posted: Sat Nov 20, 2004 7:24 am
by The Journeyman
i'm trying around different numbers by means of the editor as well as with a simple text editor, but they only seem to have an effect on the wallitems, rather than on the walls themselves.
For instance, i tried changing the placement of wall_13 from an added wallgraphic and this is what happens, no matter if i change the offset from the wall or from the replacement of the mirror.
previous posts covering offsets didnt seem to touch that issue
perhaps a wiser head will know some help

Posted: Sat Nov 20, 2004 12:54 pm
by George Gilbert
Hmmm - I'm not quite sure qhat you mean by "i tried changing the placement of wall_13 from an added wallgraphic"?
The picture you posted clearly shows that the position of the mirror has moved. Did you mean that you wanted the wall itself to be offset from the center of the screen? Can you l;et me know what values you changed and I'll look into it for you.
Posted: Sat Nov 20, 2004 6:04 pm
by The Journeyman
Hi there..thanks for the fast reply!
- this is the line with the misplaced mirror:
ADD BITMAP_WALL_COW_13_MAIN FILE=(Modules\Examples\cow\Walls\Wall_13.bmp) SIZE=(320,222) POSITION=(
100,110) SCALINGS=(1) TRANSPARENT=(FALSE)
- and this is it with the mirror at the correct position:
ADD BITMAP_WALL_COW_13_MAIN FILE=(Modules\Examples\cow\Walls\Wall_13.bmp) SIZE=(320,222) POSITION=(
160,110) SCALINGS=(1) TRANSPARENT=(FALSE)
i originally took the line from the example wall replacement file walls.txt ( with posistion=(160,110)) and left the mirror's position untouched ( 0,-22 )
The wall position is a rather messy thing when trying to put in the Skullkeep textures, as they are far from being rectangular.
Posted: Mon Nov 22, 2004 10:36 am
by George Gilbert
Hmmm - I'll take a look at it. The walls however are extremely sensitive to positioning (which is why changing their size wasn't allowed in earlier versions) so I might not be able to fix this without major changes or it impacting performance.
Posted: Mon Nov 22, 2004 6:52 pm
by The Journeyman
so I might not be able to fix this without major changes or it impacting performance.
hey...ppl are upgrading their comps for games like doom 3, half life 2 and the lot all the time....so why not do it for the best game ever

Posted: Mon Nov 22, 2004 7:24 pm
by beowuuf
umm, you've seen how long it's taken to tweak to v0.29, right?
major changes = major bugs = major bugfixes! plus even less chance of someone converting the old dungeons
sounds stupid, but what does it look like if you squash the graphics to the existing wall size?
Posted: Mon Nov 22, 2004 8:30 pm
by The Journeyman
yeah.....but a lil' bit of hoping can never be bad
about the squishing: that really doesnt work for dm2 walls...the thing is, that they are only bigger than the alllowed maximum size so they can overlap with the wall graphic of the adjoining piece in order to create an authentic environment that won't look as rectangular as in the dm1 wall set.
here are some pix...the lines are the grid of the wall:
overlapping with the adjoining pieces:
resized to fit inside the grid:
In the latter case you'll get walls that are partly see through, due to transparent colour being inside the grid.
The other option is cutting the overlapping pieces off...which looks like the second pic in this post:
-->DM2-RTC: micro barrier due to safety issues!, which has quite the unrealistic transition from wall to floor
I might have a
small idea about how to aboid this whole issue: it
seems, as if the position of the wall is calculated from the center of the picture. Now: the overlapping ( transparent ) parts seem to be always on the right side of the *.bmp. Perhaps it is possible to start the counting ( if it behaves like that ) from the left, so the wall will always be well aligned with the rest of the set....and no messing around with offsets needed.
edit: ok, little update here: this only works for the side walls...walls 08, 11 & 13 overlap on all sides
Posted: Mon Nov 22, 2004 10:42 pm
by beowuuf
well, it would be good to see DM2 and DM2 like dungeons in RTC...
so good luck!
Posted: Mon Nov 22, 2004 11:26 pm
by The Journeyman
oh yeah...that's just my thought!
i love dm2 for its diversity...it has more of a world feeling than the original DM. Guess we all agree that there are some sucky parts as well, like the atmosphere created by the minions...
But imagine what it could have been...and could be inside RTC
A whole lot of things are already possible with 0.28
Posted: Tue Nov 23, 2004 2:23 am
by The Journeyman
i have made these two pix to illustrate the problem a bit better:

___
the white rectangle shows the outline of the virtual wall's dimensions in the dungeon view. The Problem is now, that the wall image gets drawn from the
top left corner no matter what, which also isnt affected by the size of the image. The fact that it starts drawing from the top left corner on, makes it impossible for the wall graphic to overlap with the roof or the left wall.
The right picture is with additional wall positioning

*crossing fingers*
k, just wanted to make it clearer for everyone who wants to try his luck with the dm2 graphics