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Kick-ass lighting and scrolling

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Scet

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I know it hasen't been long since the last update, but I got a lot done today. Plus I don't want to flood the next update with even more screenshots.

First up is lighting, but not that plain boring static lighting. No this is the real stuff, the dynamic lights that give DOOM some real atmosphere.

( Sorry my animations aren't as leet as Ben's [sad] )



Second we have some scrolling walls.



Some of them scroll properly, but with others afters a few loops it becomes "skewed". Here's what it looks like just as it becomes messed up:



I'm not really sure what's causing this. Anyone have any ideas? All I'm doing is adding to the Tu variable of each vertex.

Finally Rav wanted me to post this huge widescreen shot, so here you go.

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Looking great, Scet!

Quote:
I'm not really sure what's causing this. Anyone have any ideas? All I'm doing is adding to the Tu variable of each vertex.


I unhesitantly recommend taking the easy way out and resetting the U coordinate back to 0 after a full loop occurs. [smile]

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Original post by HopeDagger
Looking great, Scet!

Quote:
I'm not really sure what's causing this. Anyone have any ideas? All I'm doing is adding to the Tu variable of each vertex.


I unhesitantly recommend taking the easy way out and resetting the U coordinate back to 0 after a full loop occurs. [smile]


What he said. You're probably producing texture coordinates outside of the permitted range for some particular texture size/type and it's breaking things.

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The reason is that some cards don't allow over a certain ammount of uv reapeating, I've seen this on my ati movile 9200 when handling 3d textures and repeating my simulated perlin noise texture.

Btw, I'm glad your doom.net is coming along nicely.

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That's pretty sick......... Any clues as to how you fixed the blinky water issue in Tile Studio? I haven't had a chance to check out your code yet..

... Found it. It's because Tile Studio output tiles starting indexes at 1 where as my system uses indexes starting at 0. Just using "<TileNumber> - 1" fixed it. Thanks again. Next step is implementing Sint.

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