Mirage Source
Roof Tile addon. - Printable Version

+- Mirage Source (https://mirage-engine.uk/forums)
+-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61)
+--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18)
+---- Forum: Source Code Development (https://mirage-engine.uk/forums/forumdisplay.php?fid=51)
+----- Forum: Mirage Source 4 (Visual Basic 6) (https://mirage-engine.uk/forums/forumdisplay.php?fid=44)
+------ Forum: Tutorials (https://mirage-engine.uk/forums/forumdisplay.php?fid=13)
+------ Thread: Roof Tile addon. (/showthread.php?tid=2561)



Roof Tile addon. - genusis - 16-02-2009

you do not appreciate no one.


Re: Roof Tile addon. - Tony - 17-02-2009

Hmm what? So basically this is like RS styled houses? Walk under and the roof disappears?


Re: Roof Tile addon. - genusis - 17-02-2009

yes, it is like Runescape roof tiles but i didn't make it after there's its is a bit different as there fade away. these just disappear instantly.


Re: Roof Tile addon. - Rory - 17-02-2009

Nice. Big Grin
Its a really useful feature.


Re: Roof Tile addon. - Nean - 17-02-2009

Rory Wrote:Nice. Big Grin
Its a really useful feature.

This.

Thanks for the tut.


Re: Roof Tile addon. - genusis - 17-02-2009

your all welcomed. I might come out with more tutorials who knows haha.


Re: Roof Tile addon. - Robin - 17-02-2009

And horribly bloated. Adding 1/4 the overall size of the maps onto them again. I can't think of a single person who can't make a roof using fringe tiles. Not only that, but re-checking the damn thing every bloody loop is insane, as you could easily make this by having a couple of attributes at each doorway, and when you walk over these tiles, have the roof turn on/off.

I'm seriously wondering about your programming skill, as when I explained my method of doing it you said that your method was a quicker and less painful way of going about it.

All I see here is a Chaos worthy feature.


Re: Roof Tile addon. - genusis - 18-02-2009

ha ha ha i just wanted to make something fast and that was the fastest way to do it. other than that ya it does need more optimizations witch i will work on and release when i get them done, i don't have as much free time as i use to. And i hate chaos.

i wasn't ling when i said a quicker and less painful way of going about it. but i never said it was a good way of doing it we talk about it and i even told you it did loop threw and you did say that i could fix it by making an attribute to make it disappear. but i never got around to doing that yet. but i did tell you the truth i did a quick less painful way of doing it.


Re: Roof Tile addon. - Jacob - 18-02-2009

It would be much faster to do it Robins' way.


Re: Roof Tile addon. - genusis - 18-02-2009

yes i know it would be faster. but I'm waiting for DFA to get the tiles calculated better before i add more to it .


Re: Roof Tile addon. - Jacob - 18-02-2009

Code:
Public LookUpTileRec(MAX_INTEGER) As DxVBLib.RECT

Code:
Dim i As Long
Dim tempRec As DxVBLib.RECT

    For i = 0 To MAX_INTEGER
        With tempRec
            .Top = (i \ 13) * PIC_Y
            .Bottom = .Top + PIC_Y
            .Left = (i Mod 13) * PIC_X
            .Right = .Left + PIC_X
        End With
        LookUpTileRec(i) = tempRec
    Next

Code:
Ground = Map.Tile(X, Y).Ground

DD_BackBuffer.BltFast ConvertMapX(X) * PIC_X, ConvertMapY(Y) * PIC_Y, DD_TileSurf, LookUpTileRec(Ground), DDBLTFAST_WAIT Or DDBLTFAST_SRCCOLORKEY

There's a look up table for your tiles. Modify it for MS4.