Help: Floor texturing in a Wolfenstein type engine
I''ve made a simple wolfenstein raycasting engine. I''m trying to figure out how to texture map the floors and cielings.
My problem is that with the walls, you were always drawing vertical lines, so you could just choose a column of the texture to scale up or down. With floors, you can''t make that assumption.
Does anyone know how to do this, or know of a good source to look at?
Thanks in advance,
Ut
If I remember rightly, the floor and the roof in Wolf was grey and had no texture.
Trying is the first step towards failure.
Trying is the first step towards failure.
Trying is the first step towards failure.
Would it help if I said a Doom-style, raycasting engine then? I''m not doing a port of wolfenstein, just an engine that renders a 2.5D world.
My main hang up is I don''t know how to get the correct pixel from the texture and place it on the correct position on the floor.
My main hang up is I don''t know how to get the correct pixel from the texture and place it on the correct position on the floor.
First, let me commend you on doing a software render 3d program..
Second, Why don''t you draw hor. lines and remove pixels from the textures as they go back in the distance?
O, and Doom was BSP. It has a limited use of raycasting.
Second, Why don''t you draw hor. lines and remove pixels from the textures as they go back in the distance?
O, and Doom was BSP. It has a limited use of raycasting.
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Sure, I did this once.
There''s a file on my old site that helps you do this. The floor mapper is written in QBasic so it''ll be easy to understand. All you have to do is adjust the method I''m using slightly to get the texel coordinates as well.
http://www.geocities.com/ribbonsoft/downloads/3dexp.zip
There''s a file on my old site that helps you do this. The floor mapper is written in QBasic so it''ll be easy to understand. All you have to do is adjust the method I''m using slightly to get the texel coordinates as well.
http://www.geocities.com/ribbonsoft/downloads/3dexp.zip
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quote: Original post by Galileo430
O, and Doom was BSP. It has a limited use of raycasting.
Really? I thought it was the other way round? Oh well, now i''m confused .
Nick - Head Designer, Llamasoft.net
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