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ENGINE: Alternate images for wallitems don't work

Posted: Tue Jan 03, 2006 3:01 pm
by Gambit37
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:

Image

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:

Image

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:

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?

Posted: Tue Jan 03, 2006 3:11 pm
by George Gilbert
1) This is a bug. The ALT image is exactly what this is supposed to solve!

2) This is not supported by the DM engine; objects must be symmetrical. Of course, that's not to say that it shouldn't be supported as part of the RTC engine...

So, not a bug, but a good idea for an enhancement.

Posted: Tue Jan 03, 2006 7:32 pm
by linflas
1) making two bitmaps for the same wallitem seems a boring workaround for me ... i love pink pixels but alpha-blending would be a very interesting enhancement... :roll:

2) oh oh ! that is different ! asymetrical objects and monsters (i already told about 2 side views for them in a previous suggestion) would bring more realism to the game !

Posted: Tue Jan 03, 2006 7:44 pm
by Gambit37
Yeah, alpha blending would solve a ton of issues and massively cut down on graphics creation.... ;) ;) ;)

Posted: Thu Jan 12, 2006 10:00 pm
by copperman
agreed, i suggest adding 32bit png support, as this is a royalty free format with mondo docs available