Just like the roof tutorial, this tutuorial focuses on creating textured platforms that look like they are solid floors, but in fact, do
to the engines limitation, aren't. This tutorial also assumes that you have a good understanding of how the DOS GCS Engine works.
The DOS GCS, cannot places textures on platforms objects. So how can we produce believable looking floors when the ability to put textures
on platforms is not there. It's much simpler then you can imagine. It's all just a trick of the eye.
Firstly, we have to realize that another limitation of the DOS GCS, is that it can only place textures on verticle walls. So we will need two textures to
complete this task. a texture for the walls of the elevated platform (SWWL2) and and a texture for the floors(CEMFLR).
SWWL2 is our wall texture. Place this on the outside of the area that will be your floor, with the front side facing out.
Next, place the CEMFLR texture down, mirroring the wall texture with it's back facing and against the ountside wall. Now select all the
walls you just placed (both the CEMFLR and SWWL2 walls) and Set the attribute to "Don't Draw Backsides." If you do not do this, you will get adverse visual effects on
these images
Next, with the CEMFLR texture, create a series of boxes, all connected, filling in the area inside the walls. Do not adjust any atributes
to these walls.
Finally, place an invisible platform on top of your floor and set the attribute to "Change player elevation." The elevation for this
platform should be set to 400.
Final note: One of the keys to creating textured platforms is to use a texture that has a very repetative, non-symetrical patern. A brick texture, for example would be
a poor choice for this illusion.