ENGINE: Alternate images for wallitems don't work
Posted: Tue Jan 03, 2006 3:01 pm
I'm testing out new wallitems and realised that although you've allowed ALT imgaes in the spec, they are not used by the engine.
Reasons for needing this feature:
1) Without variable transparency masks (alpha-blending/anti-aliasing), the designer has to capture wall items with part of the wall around the edges, so that it blends seamlessly. This is most important when you are standing with a wall directly in front of you:

If you then move left and right, the wall is flipped horizontally to simulate movement. But the wallitems are not (and frankly, you wouldn't want them to be anyway, espeically if they are asymmetrical). So I assumed the ALT image would allow me to specifcy a bitmap for the flipped view which would be the same image, but captured on the flipped wall. This is what I've done and included the bitmap in my object as the SIDEIMAGE_ALT bitmap. But it ain't recognised and RTC still uses the default image, to ill effect:

You can see how the image doesn't blend with the wall.
2) This feature is also required for asymmetrical items in hallways running away from you. Consider this image:

The side give the correct representation on either side of the corridor. But again, RTC only shows the same image flipped, it doesn't use the alternate one.
So is this a bug, an incomplete feature or am I using it wrongly?
Reasons for needing this feature:
1) Without variable transparency masks (alpha-blending/anti-aliasing), the designer has to capture wall items with part of the wall around the edges, so that it blends seamlessly. This is most important when you are standing with a wall directly in front of you:

If you then move left and right, the wall is flipped horizontally to simulate movement. But the wallitems are not (and frankly, you wouldn't want them to be anyway, espeically if they are asymmetrical). So I assumed the ALT image would allow me to specifcy a bitmap for the flipped view which would be the same image, but captured on the flipped wall. This is what I've done and included the bitmap in my object as the SIDEIMAGE_ALT bitmap. But it ain't recognised and RTC still uses the default image, to ill effect:

You can see how the image doesn't blend with the wall.
2) This feature is also required for asymmetrical items in hallways running away from you. Consider this image:

The side give the correct representation on either side of the corridor. But again, RTC only shows the same image flipped, it doesn't use the alternate one.
So is this a bug, an incomplete feature or am I using it wrongly?