1. Using an ART tile
2. Using a hightile defined through the tilefromtexture "texture" subtoken
3. Using a hightile that, if downsized, will be smaller than the ART tile for that tilenum (tenuous)
git-svn-id: https://svn.eduke32.com/eduke32@5647 1a8010ca-5511-0410-912e-c29ae57300e0
<col> is the editorcolor[] starting index
<idx> is the actual color index start
<idxend> is the actual color index end
So, editor colors from <col> onward will be mapped to
[<idx> .. min(<idxend>, 255)].
Takes precedence over '2dcol'.
git-svn-id: https://svn.eduke32.com/eduke32@5427 1a8010ca-5511-0410-912e-c29ae57300e0
artfile { file "whatever.art" } // loads whatever.art just as if it had been named TILES020.ART
artfile { file "whatever.art" tile 2000 } // loads whatever.art starting at index 2000 instead of the tilestart value contained within it
This is useful because ART files will load faster than images loaded through tilefromtexture (which must undergo a color matching process), and because tiles making use of palette indices which have duplicate colors in the stock Duke 3D palette but not in other palettes (such as the 3D Realms screen) are negatively affected by the aforementioned process.
git-svn-id: https://svn.eduke32.com/eduke32@5180 1a8010ca-5511-0410-912e-c29ae57300e0
Examples: (assuming stock Duke palswaps)
copytile 10000 { tile 0 } // tile #10000 is now the same as #0
copytile 10001 { tile 1 pal 8 } // tile #10001 is now #1 with a full-green tint
copytile 0 { pal 1 pal 23 } // tile #0 now has a full-yellow tint
git-svn-id: https://svn.eduke32.com/eduke32@5139 1a8010ca-5511-0410-912e-c29ae57300e0
-faketilesiz[MAXTILES] removed in favor of simple faketile[(MAXTILES+7)>>3] bitfield
-h_xsize/h_ysize (tile size overrides from .def) are now uint16_t instead of int32_t
-hudmem[2][MAXTILES] removed in favor of adding a hudmem ptr to mdmodel_t
-tilefromtexture performance improvements
-more tsectortype/twalltype usage in various engine functions that read but never write
-continued Polymost cleanups and refactors. Please report any odd rendering errors.
git-svn-id: https://svn.eduke32.com/eduke32@5079 1a8010ca-5511-0410-912e-c29ae57300e0
-lots of stylistic rewrites
-further improvements to anti-fighting code for wall and floor sprites (introduces three new cvars, r_wspr_offset, r_wspr_offset_variance, and r_fspr_offset)
-fixed brief HOM when traversing through a one-way masked wall
-seldomly used "alphahack" feature for hightile textures now represents alpha cutoff internally as a single byte instead of a float
-fixes a handful of issues where geometry failed to draw at certain coordinates from certain angles in certain resolutions
-renames a couple of cvars
git-svn-id: https://svn.eduke32.com/eduke32@5075 1a8010ca-5511-0410-912e-c29ae57300e0
cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked.
Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this:
definequote 12345 somefile.anm
define ANIM_SOMEFILE 12345
...
cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished
...
Sounds can be played during animations (and tiles can be overlaid, etc) like this:
onevent EVENT_CUTSCENE
ifcutscene ANIM_SOMEFILE
{
ifvare RETURN 12 // frame 12
sound FLY_BY
rotatesprite ...
}
endevent
The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out.
git-svn-id: https://svn.eduke32.com/eduke32@4987 1a8010ca-5511-0410-912e-c29ae57300e0
defs.c: sync some dup'd code for 'definevoxel' and 'voxel' DEF tokens.
engine.c: factor out PolymerProcessModels().
git-svn-id: https://svn.eduke32.com/eduke32@4835 1a8010ca-5511-0410-912e-c29ae57300e0
Now passed as last arg 'noFloorPal' to makepalookup(). Used as follows:
- from loadlookups(): *false*, i.e. do take over floor pal.
- from generatefogpals() [default fog pals] and fillemptylookups(): *true*,
i.e. don't take over floor pal
- from DEF 'fogpal': true
- from DEF 'makepalookup': take over flag from pal from which we are remapping,
or set to true if remapping from pal 0
- (CROSSHAIR_PAL: true)
This should make the issue reported in
http://forums.duke4.net/topic/775-eduke32-20-and-polymer/page__view__findpost__p__197583
resolve in a natural manner.
git-svn-id: https://svn.eduke32.com/eduke32@4812 1a8010ca-5511-0410-912e-c29ae57300e0
- 'nofloorpalrange' DEF token: now handled for both game and editor (for the
latter, it's effective only for "shade preview" mode, [']+[X]).
- in generatefogpals(), assign g_noFloorPal[] = 1 for every generated (default)
fog pal; get rid of its return value / g_firstFogPal
git-svn-id: https://svn.eduke32.com/eduke32@4811 1a8010ca-5511-0410-912e-c29ae57300e0