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Messages - NeFuRii

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Programming / Re: Battlescape development
« on: October 30, 2010, 02:55:25 pm »
Interesting :).
But how does it work? There are no such tiles in the U_EXT02.PCK, so it can't be a single tile. It still seems to be some kind of graphics manipulation on the fly done by the engine. Or is it stored in some other file? I haven't seen it anywhere.

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Programming / Re: Battlescape development
« on: October 27, 2010, 08:21:31 pm »
I'm not familiar with ufo's file types.  No idea how its stored.

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Programming / Re: Battlescape development
« on: October 27, 2010, 03:08:55 pm »
It has to do with damages probably. For example if you shot the floor of that 'half tile' you need to change the tile for its damaged version.If this was one connected floor-wall tile you would need to make all possible combinations of damaged/undamaged floor and wall. Even worse, if you damage a floor on the higher level you would need to factor in combinations of not having any floor if it gets destroyed.

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Programming / Re: Battlescape development
« on: October 27, 2010, 01:50:28 pm »
Its some kind of a mask for the half tile.
If you would draw ufo floor and then the wall, you would see that floor outside the ship.
I think it should be: first draw the grass/dirt, then draw the wall, then draw the ufo floor but only on black part of the tile

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