[no] Decals On Flats?

Moderator: Graf Zahl

Locked
Xtife
Posts: 39
Joined: Wed Nov 02, 2005 23:21

[no] Decals On Flats?

Post by Xtife »

Heyas

could we see decals on floors and ceilings in the near future?
kinda weird to have um on textures and not on flats
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

The decal code can't handle it. It had to be completely rewritten so it won't happen any time soon - if ever.
Xtife
Posts: 39
Joined: Wed Nov 02, 2005 23:21

Post by Xtife »

bah :(

well, wouldnt randy have to rewrite the decal code while he was updating to floating point?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

You have no idea what a mess it is to maintain flat decals. Walls are simple because they are regular polygons. Sectors are a completely different matter.
Xtife
Posts: 39
Joined: Wed Nov 02, 2005 23:21

Post by Xtife »

doh, no wonder randy never did it :p
guess it wouldnt be worth it
User avatar
Gendo
Posts: 43
Joined: Sat Oct 11, 2008 20:39

Re: [no] Decals On Flats?

Post by Gendo »

sorry to bump an old topic, in the first place. i noticed that in build engine ports decals on floors and ceilings are possible (e.g. Eduke)...
can this help any way? http://wiki.eduke32.com/stuff/source_code/
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: [no] Decals On Flats?

Post by Graf Zahl »

Build engine != Doom engine.
User avatar
Gendo
Posts: 43
Joined: Sat Oct 11, 2008 20:39

Re: [no] Decals On Flats?

Post by Gendo »

i do realize that, but i hoped for some similarities in rendering (e.g. no true 3d, different way of drawing walls and flats, etc)...
User avatar
Rachael
Developer
Developer
Posts: 3646
Joined: Sat May 13, 2006 10:30

Re: [no] Decals On Flats?

Post by Rachael »

As Graf said, they're completely different engines. The build engine was created to compete against Doom, to give Apogee a foothold in the shooter genre. As a result, despite the many similarities, they are two completely different engines because one has never used code from the other.

Many things that work in one will work in the other, but it takes a lot of effort to port them over. If you're willing to invest the time to do that, I'm sure it will work out. ^^ But otherwise, I really would not hold my breath for anything.
User avatar
Gendo
Posts: 43
Joined: Sat Oct 11, 2008 20:39

Re: [no] Decals On Flats?

Post by Gendo »

alright, then it'll be a long wait for new decal code rewrite. sorry, i was pretty ignorant about these issues, i thought these engines (modern ports of them, so to say) use similar code since they're both hardware opengl rendering software, these days... in my personal opinion it's an important issue, especially considering levels with heavy fire exchange that end up looking rather weird with dirty walls and absolutely clean polished floors :P
User avatar
Logan MTM
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

Re: [no] Decals On Flats?

Post by Logan MTM »

A_CheckFloor + SpawnItemEx >> Model + Mass 99999 = Decal on the Floor.

A_CheckCeiling + SpawnItemEx >> Model + A_ChangeFlag("SPAWNCEILING",1) = Decal on the Ceiling.

I'll try it in the pratice! should work. 8)
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
dark-slayer-201
Posts: 149
Joined: Thu Jul 16, 2009 14:31

Re: [no] Decals On Flats?

Post by dark-slayer-201 »

try doing that just before an edge, it will hang over.
User avatar
Rachael
Developer
Developer
Posts: 3646
Joined: Sat May 13, 2006 10:30

Re: [no] Decals On Flats?

Post by Rachael »

/facepalm

This topic has been bumped enough already.
Locked

Return to “Closed Feature Suggestions”