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That 3d thing
#11
(04-28-2024, 12:25 AM)1micha.elok Wrote: Just put a dragon and it's already a Dungeon and a Dragon game  Big Grin
I saw that using s3d, it's possible to have different floor and ceiling texture depending on the room's theme. For example : King's bedroom has red floor and red ceiling, Ballroom has golden floor and golden ceiling, Kitchen has green floor and green ceiling etc 
..... Back to wolf3d, is it possible to have that kind of different floor and ceiling texture depending on each theme ? How to do it if it's possible ?  (sorry it's an out-of-topic question) ... Big Grin

In the engine and editor that i'm writing you can set a wall, floor and ceiling texture per sector (room). But you can also set individual textures per wall in the sector if you want.

I see that you currently use SetFloorTexture and SetCeilingTexture. They change the texture for all floor/ceiling tiles. You can use SetFloorTextureAt(tile_x, tile_z, img) and SetCeilingTextureAt(tile_x, tile_z, img) to change the floor/ceiling for individual tiles.

You can also use SetNorthWall(tile_x, tile_z, img), SetSouthWall(tile_x, tile_z, img), SetWestWall(tile_x, tile_z, img) and SetEastWall(tile_x, tile_z, img) to set textures for the individual wall sides of a tile.
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#12
(04-28-2024, 12:05 PM)Marcus Wrote: ...
I see that you currently use SetFloorTexture and SetCeilingTexture. They change the texture for all floor/ceiling tiles. You can use SetFloorTextureAt(tile_x, tile_z, img) and SetCeilingTextureAt(tile_x, tile_z, img) to change the floor/ceiling for individual tiles.

You can also use SetNorthWall(tile_x, tile_z, img), SetSouthWall(tile_x, tile_z, img), SetWestWall(tile_x, tile_z, img) and SetEastWall(tile_x, tile_z, img) to set textures for the individual wall sides of a tile.
...

Different Room Theme

   
click image to zoom in

Now, it is possible to have different room theme in wolf3d too ! Thanx, Marcus !

maze.txt
Code:
[[1,1,1,1,1,1,1],
[1,0,0,0,0,0,1],
[1,0,1,1,0,1,1],
[1,0,1,2,3,2,2],
[1,0,1,2,3,3,2],
[1,9,1,2,3,3,2],
[1,1,1,2,2,2,2]]

include wolf3d.n7
Code:
' tileset
tile            = []

tile.wall       = loadimage("data/wall.png")
tile.floor1     = loadimage("data/floor.png")
tile.ceiling1   = loadimage("data/ceiling.png")

tile.wall3      = loadimage("data/wall3.png")
tile.floor3     = loadimage("data/floor3.png")
tile.ceiling3   = loadimage("data/ceiling3.png")

'maze from json file
map = JSON_FromFile("data/maze.txt")

'set tileset
w3d.SetFloorTexture(tile.floor1)
w3d.SetCeilingTexture(tile.ceiling1)
for z = 0 to 7-1
    for x = 0 to 7-1
        select map[z][x]
            case 1
                w3d.SetWall(x, z, tile.wall)
            case 2
                w3d.SetWall(x, z, tile.wall3)   
            case 3
                w3d.SetFloorTextureAt(x,z,tile.floor3)
                w3d.SetCeilingTextureAt(x,z,tile.ceiling3)
            case 9
                player.x = x + 0.5
                player.z = z + 0.5
        endsel
    next
next
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#13
Of course my first game using the 3d thing will be a sequel to robowack. So I just modeled the first and simplest enemy, the Spinner.

https://naalaa.com/tmp/spinners.mp4, https://naalaa.com/tmp/more_spinners.mp4

In the original version I used pre-rendered sprites.

https://naalaa.com/forum/thread-13.html
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#14
I thought those beasties looked familiar... Yikes! Cool...
Logic is the beginning of wisdom.
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#15
It would be awesome 

Cool
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#16
I thought I'd be able to post a first version of the editor and library this weekend, but ... As I actually started to make an example game, I realized how many helper functions were missing in the library. So, maybe next week, sorry.

To understand what I need to add to the library, I'm writing a pretty simple Doom-clone. Most of the graphics (everything except the effects/animations) and the music are AI generated (I'm actually paying for the music generator, REALLY awesome stuff, and you get the copyright of it!).

Here's a video of what I've accomplished this weekend, some hours of coding.

https://naalaa.com/tmp/spoop_hunt.mp4

Yes, the ghosts are supposed to look like that when they're hit. They're pixel ghosts from the past.
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#17
The game is looking very cool, I think that for this type of games an ambient sound like Tomb Raider would be better suited, the music can make you nervous and it may become very repetitive after a while.
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#18
(05-19-2024, 09:03 PM)aliensoldier Wrote: The game is looking very cool, I think that for this type of games an ambient sound like Tomb Raider would be better suited, the music can make you nervous and it may become very repetitive after a while.

I totally agree Smile  The music I play in this video will probably just play when you're locked inside a "battle area" and have to fight tons of enemies or maybe even a boss.
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#19
Nice example... Flashback to the "Gloom days"... Very cool... Looking forward to the editor...
Logic is the beginning of wisdom.
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#20
Time flies by and I never seem to reach a point where I feel "ready" with this thing. So I decided to post a first version of the editor and library with an example that is "fully" covered in a pdf-tutorial now. I will add another step to the tutorial tomorrow and so on. I can't guarantee that the editor and library won't change a bit over time.

If you manage to make the editor crash, copy the error message and post it here.

Edit Avoid looking at the source code for the editor and library. Everything is extremely dirty and in great need of a cleanup.


Attached Files
.zip   ea_tutorial.zip (Size: 2.36 MB / Downloads: 4)
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