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    [Tutorial] Adding floor/ceiling tiles with ID 256 and higher (SDL)

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    WLHack
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    [Tutorial] Adding floor/ceiling tiles with ID 256 and higher (SDL)  Empty [Tutorial] Adding floor/ceiling tiles with ID 256 and higher (SDL)

    Post by WLHack Tue Feb 26, 2013 1:57 am

    If you have lots of walls in your vswap so that your floor/ceiling tiles have an ID of 256 or larger,
    using only the third plane to store the floor/ceiling values becomes unavailable.
    Fortunately you don't need to enable another plane to get the floor/ceiling values right...

    Open the wl_floorceiling.cpp and search for this line:
    Code:

    unsigned curtoptex = curtex >> 8;
    Now add this line under it:
    Code:

    if(curtoptex > 0 && curtoptex < 64) curtoptex += 255;  //Note: change the 64 to match your last wall texture


    Then search for this line (should be only few lines below):
    Code:

    unsigned curbottex = curtex & 0xff;
    And add this line under it:
    Code:

    if(curbottex > 0 && curbottex < 64) curbottex += 255; //Note: change the 64 to match your last wall texture


    Now using the wall textures 1-63 as the floor/ceiling will change the floor/ceiling value to 256-318.
    So basically now you can have as many floor/ceiling textures with id over 255 as you have walls
    in your vswap (remember to change the 64 as the last wall texture you are using).



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    [Tutorial] Adding floor/ceiling tiles with ID 256 and higher (SDL)  Empty Re: [Tutorial] Adding floor/ceiling tiles with ID 256 and higher (SDL)

    Post by Agent_Falcon93 Wed Aug 23, 2023 1:47 pm

    so I tried doing this in a way that would retain the first 254 floor and ceiling textures, changing the comparison values so I could keep that original index to use with 3d edit in Chaos Edit, and tried all manner of permutations including changing the offset value, all to no avail, and hours later I see that old Chaos Edit isn't even placing the right values in the map once you get past 255. 

    Am I missing something?



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