I was wondering if it is possible to put in a line special where it would slope the texture according to 4 arguments, which are the starting ceiling/floor height and the ending ceiling/floor height. I think this would help add to the realism of certain levels and make it easier for people like me to do something like that.
It may not be possible, so if people get mad at me, I will understand
I think what he means is to make it so that instead of having the walls of sloped hallways look kinda weird like they do now, like the floor and ceiling were just added in, make it so that one could actually have the texture slope with the floor. A similar effect is seen in Megaman Legends for the PS1 inside the ruins. Kinda makes the hallways more attached.
Aha. So if I understand you correctly, you're saying you want a feature that would let you change the top corridor in this image into the bottom one? If so, I agree this would be a very cool feature.
In memento mori level 32, it was faked with a bunch of small lines and y offsets. But it would be so much easier to do it the way you suggested if implemented.
Yes, HotWax, that's exactly how it would look and work. And yes, that would be such an excellent addition... It would make my work a lot easier, for one...
BetaSword wrote:Yes, HotWax, that's exactly how it would look and work. And yes, that would be such an excellent addition... It would make my work a lot easier, for one...
TY for explaining!
Yes, I think this feature would definitley help out with a lot of projects!
As I see it, basically all that's needed is a special that aligns the texture to either the ceiling slope or floor slope. The original proposal of a special that takes arguments for starting and ending ceiling and floor-heights is a little far-fetched, as it would allow stretching of the texture and probably wouldn't be as useful; it's also needlessly complex. A line special that you can pretty much slap on a line to make it slope down with its sector's floor slope is more than sufficient and would be dead simple to use.
The implementation of this shouldn't be TOO hard, unless there's some rendering optimization that gets in the way. Basically the vertical offset of the texture needs to be adjusted for each column rendered, such that the end result is a gradual incline that follows the floor's (or ceiling's) slope. Writing a function to stretch the texture arbitrarily would be a tad more difficult.
I know it's a totally different renderer, but ZdoomGL (timmies version) used to accidentaly do something like this under certain circumstances. Of course, in that case it was a bug and has been fixed, but in some situations it did look good and it would be a worthwhile addition IMO.
I think I'm not exactly clear. Are you suggesting shearing the texture at one end (like Anikins example) or rotating it? I imagine rotation as being impossible to do in software, and shearing being tricky in GL mode...
Shearing would ensure the ends still tied in with normal textures. I think timmie inadvertently, or at least unwantedly (new word?), had shearing (rather than rotating) in earlier versions of ZdoomGL (as mentioned above).