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    [TUTORIAL & HELP] put maps in 128x128

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    mmed
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    Number of posts : 52
    Age : 22
    Registration date : 2012-07-25

    [TUTORIAL & HELP] put maps in 128x128

    Post by mmed on Sat Sep 08, 2012 11:49 am

    hello, here is the tutorial on how I made maps in 128x128

    in wl_def.cpp replace this:

    #define MINDIST (0x5800l)

    #define mapshift 6
    #define MAPSIZE (1<#define maparea MAPSIZE*MAPSIZE


    #define mapheight MAPSIZE
    #define mapwidth MAPSIZE


    by this code:

    #define MINDIST (0x11602)

    #define mapshift 7
    #define MAPSIZE (1<#define maparea (MAPSIZE*(MAPSIZE-1))


    #define mapheight MAPSIZE
    #define mapwidth MAPSIZE

    but this is what happens:









    as maps are displayed in 128x128
    but, the ceiling and floor textures are on a smaller scale
    , the camera rotates in a rare position
    mysteriously disappear img. of:
    baby difficulty mode, etc.
    pictures of episodes
    and animated weapon in the menu

    after the player is small (that can be changed with the definition of playersize)

    ANY IDEA HOW TO FIX THIS? Very Happy

    I still have not seen how I can fix ...
    but I see him, I also believe that this code can do 1000x1000 maps units! Shocked Shocked Shocked Shocked Cool 8)Cool

    PS: those colors are because I'm using another palette

    mmed
    Don't Hurt Me!
    Don't Hurt Me!

    Male
    Number of posts : 52
    Age : 22
    Registration date : 2012-07-25

    Re: [TUTORIAL & HELP] put maps in 128x128

    Post by mmed on Sun Sep 09, 2012 8:21 am

    Sorry, in #define mapsize place
    #define MAPSIZE (1<
    without the -!!!

    in DrawScaleds() of WL_DRAW.CPP

    change this:
    / /
    / / Could be in any of the nine surrounding tiles
    / /
    if (* visspot
    | | (* (Visspot-1) &&! * (Tilespot-1))
    | | (* (Visspot +1) &&! ​​* (Tilespot +1))
    | | (* (Visspot-65) &&! ​​* (Tilespot-65))
    | | (* (Visspot-64) &&! ​​* (Tilespot-64))
    | | (* (Visspot-63) &&! ​​* (Tilespot-63))
    | | (* (Visspot +65) &&! ​​* (Tilespot +65))
    | | (* (Visspot +64) &&! ​​* (Tilespot +64))
    | | (* (Visspot +63) &&! ​​* (Tilespot +63)))
    {
    by this:

    //
    // could be in any of the nine surrounding tiles
    //
    if (*visspot
    || ( *(visspot-1) && !*(tilespot-1) )
    || ( *(visspot+1) && !*(tilespot+1) )
    || ( *(visspot-(MAPSIZE+1)) && !*(tilespot-(MAPSIZE+1)) )
    || ( *(visspot-(MAPSIZE)) && !*(tilespot-(MAPSIZE)) )
    || ( *(visspot-(MAPSIZE-1)) && !*(tilespot-(MAPSIZE-1)) )
    || ( *(visspot+(MAPSIZE+1)) && !*(tilespot+(MAPSIZE+1)) )
    || ( *(visspot+(MAPSIZE)) && !*(tilespot+(MAPSIZE)) )
    || ( *(visspot+(MAPSIZE-1)) && !*(tilespot+(MAPSIZE-1)) ) )
    {

    This will solve the problem of size (because in the game some walls were invisible) but now solved! Very Happy

      Current date/time is Sat Sep 24, 2016 3:34 pm