S
siggi
Guest
Hello world! (moslty gamemaker forums)
im using the old fps tutorial mark overmars wrote to make a short 3d adventure game, but pretty much every graphic is just that sprite-on-a-wall-facing-the-camera trick, aka doom sprites. iv done this in earlier versions of gm and it worked, but theres this weird graphical error im getting with this one (standard v1.4 with the green and black 1337zorz color scheme) - when facing one of these wall doom thingy sprites (the moving player bit is already coded) from the "front" or "back" (one direction, 180 degrees) theres a black box around it that blocks sprites behind it. from the other direction it behaves normally, no extra box block, just whatever pixels it has. all sprites are custom 8x8/16x16 stock color deliciousness, with the used for 3d box checked, centered origin, i dont know what of this could be turning my little pixel people into continuum warping aberrations of gml. the room has views unchecked; im keeping an activate/deactivate instance field active around the player at all times, former slightly smaller than latter; fps is smooth, im just totes stumped. any help is appreciated, and sorry for the big@$$ wall of text. have a nice day/night
Edit:
code in afflicted sprite thingy
im using the old fps tutorial mark overmars wrote to make a short 3d adventure game, but pretty much every graphic is just that sprite-on-a-wall-facing-the-camera trick, aka doom sprites. iv done this in earlier versions of gm and it worked, but theres this weird graphical error im getting with this one (standard v1.4 with the green and black 1337zorz color scheme) - when facing one of these wall doom thingy sprites (the moving player bit is already coded) from the "front" or "back" (one direction, 180 degrees) theres a black box around it that blocks sprites behind it. from the other direction it behaves normally, no extra box block, just whatever pixels it has. all sprites are custom 8x8/16x16 stock color deliciousness, with the used for 3d box checked, centered origin, i dont know what of this could be turning my little pixel people into continuum warping aberrations of gml. the room has views unchecked; im keeping an activate/deactivate instance field active around the player at all times, former slightly smaller than latter; fps is smooth, im just totes stumped. any help is appreciated, and sorry for the big@$$ wall of text. have a nice day/night
Edit:
Code:
d3d_draw_wall(x-(sprite_width/2)*global.ss,y-(sprite_width/2)*global.cc,sprite_height,x+(sprite_width/2)*global.ss,y+(sprite_width/2)*global.cc,0,sprite_get_texture(sprite_index,image_index),1,1);