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Aug 18th, 2005, 07:44 AM
#1
Re: DoomSharp
Then I must have misunderstood what your idea was. Care to run it past me again? I can't see how you'd represent 6 sides per grid square just by using a 2d array.
I don't live here any more.
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Aug 18th, 2005, 08:11 AM
#2
Re: DoomSharp
 Originally Posted by wossname
Then I must have misunderstood what your idea was. Care to run it past me again? I can't see how you'd represent 6 sides per grid square just by using a 2d array.
First of all I can' see how you are representing 6 sides in your 2D modell either, and that was why I asked in a post if if was possible to have different types of floor and roof too. Something you never answered at.
The representation in the editor will still be the same as your red and whte picutre. Click to change and click a texture to use it somewhere. I just showed you the file format, something you actualy didn't do..:
And the wallparts can not be in an array. Or actualy they can, but that is just time consuming. They have to be objects with pointers to left and right....I can't see what you need a cupe for...the BSP tree deals with wallparts...
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Aug 18th, 2005, 09:00 AM
#3
Re: DoomSharp
 Originally Posted by wossname
I'm building an editor program not a file format, the contents of the file are not meant to be human readable. When you click on one of the squares, its properties will show up in a box and you can change each texture from there. hopefully it'll be drag&drop so no messing around with numbers all the time.
Well then we are not talking about the same thing...so there is nothing to argue... My file format both covers the walls and the textures....
 Originally Posted by wossname
Have you got any links to an explanation of how BSP's work? Preferably one an idiot like me can understand.
I think this is the easiest one. And it also contains links to lots of different pages with more in depth algos and codes.
http://maven.smith.edu/~mcharley/bsp/
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