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View Full Version : If you add Slopes to C++ is there going to be Plane alling Support?


Macro11_1
May 10th, 2005, 08:01 PM
If you add Slopes to C++ is there going to be Plane *aligning* Support? Zdoom has this (I know thats what you DONT want to hear lol)

Its just the fact that you are going for some compatibility betoween Zdoom and Legacy, so I think this would be good to keep in mind. Anyways, can some one tell me to stop posting now? heh :D

Sorry for the annoyance.

Planky
May 10th, 2005, 08:18 PM
/me sends to posthel... er C++ forum. *dark*

Alling? You mean Aligning?

iori
May 10th, 2005, 09:31 PM
Slopes aren't a done deal yet (or ever), so let's focus on one thing at a time.

XDelusion
May 10th, 2005, 09:51 PM
Yes...

...but OH GOD do I hope they become a reality.

Macro11_1
May 10th, 2005, 10:18 PM
Slopes aren't a done deal yet (or ever), so let's focus on one thing at a time.
Yes but I mostly made this post to see if every one has taken some Aknowledgement of this. Concidering that they Will add slopes, then shouldent a feature like this be present? :o

Just to further this, its like having a sidedef capible of suporting Bumpmapping, but still using static lighting and instead relying only on the distance and angle for the "bumpyness" of the texture. Or having a linedef support having a texture on it, but not including x and y offsets.

But I may be out to lunch on this.

iori
May 11th, 2005, 12:08 AM
Well, despite assumption, there has been no definite answer to if there will be slopes or not. I just don't want people jumping the gun and then being disappointed when Legacy doesnt live up to their expectations. Slopes would be neat, granted, but my suggestion would be before you ask for something depending on slopes, wait until (if ever) slopes have been added.

Currently the Smite hasn't added slopes, so he can't start worrying about the next step without slopes in there to work from. Anyway, I do see your point, and it would be indeed best to have a way to adjust plane alignment if and when slopes are added.

Also if I remember correctly, Hurlder mentioned a while ago that newer graphical effects would be possible in legacy, so you never know if bumpmapping may one day be implimented.

Danimetal
May 11th, 2005, 02:04 AM
Do I assume that plane align is rotating the flats and ceilings??.
Ah, slopes... Where´s Doom Dude???.

Exl
May 11th, 2005, 07:34 AM
Correct me if I'm wrong, but aren't slopes called Plane Align in ZDoom terminology? So are they not the exact same thing? I know there's lower and upper texture alignment for sloed sectors but that's combined into the slope (Plane Align) linetypes.

Macro11_1
May 11th, 2005, 05:15 PM
Well, despite assumption, there has been no definite answer to if there will be slopes or not. I just don't want people jumping the gun and then being disappointed when Legacy doesnt live up to their expectations. Slopes would be neat, granted, but my suggestion would be before you ask for something depending on slopes, wait until (if ever) slopes have been added.

Currently the Smite hasn't added slopes, so he can't start worrying about the next step without slopes in there to work from. Anyway, I do see your point, and it would be indeed best to have a way to adjust plane alignment if and when slopes are added.

Also if I remember correctly, Hurlder mentioned a while ago that newer graphical effects would be possible in legacy, so you never know if bumpmapping may one day be implimented.

Allright, sorry about jumping the Gun. no harm done?

Correct me if I'm wrong, but aren't slopes called Plane Align in ZDoom terminology? So are they not the exact same thing? I know there's lower and upper texture alignment for sloed sectors but that's combined into the slope (Plane Align) linetypes.

Well its actually called Setceiling/floor scale or Setceilling/floor Panning Not exactily shure, I screwed up. But here is a good old wiki link if it helps =D http://www.zdoom.org/wiki/index.php?title=Sector_SetCeilingScale http://www.zdoom.org/wiki/index.php?title=Sector_SetCeilingPanning *confused* that shure reflects nicely on me, heh. sorry again.