Randomized Tiled Textures

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Re: Randomized Tiled Textures

by Graf Zahl » Thu Jan 23, 2020 4:58 pm

Tormentor667 wrote:How would this be scriptable?

Obviously you need to tile the sector yourself. Without that it simply cannot ever work. And once you have your tiled sectors it's a simple case of using ACS or ZScript to set the textures you like.

Re: Randomized Tiled Textures

by Matt » Thu Jan 23, 2020 4:55 pm

I'm guessing through this (with "pos" being "floor" or "ceiling")

Re: Randomized Tiled Textures

by Tormentor667 » Thu Jan 23, 2020 4:48 pm

How would this be scriptable?

Re: Randomized Tiled Textures

by Graf Zahl » Thu Jan 23, 2020 1:04 am

This is way out of scope for an engine feature. Especially since scripting it is not too hard, even in ACS.

Re: Randomized Tiled Textures

by m8f » Wed Jan 22, 2020 9:26 pm

I believe this is already doable with ZScript access to getting/setting textures: https://github.com/coelckers/gzdoom/blo ... ata.zs#L72
One would iterate over Sides in Level, check if a texture id corresponds to a texture that one wants to be randomized, and sometimes replace it with other variant.

Actually, I would love to see this in action. Code should be simple enough, the main problem here is assets, somebody has to draw them.

Re: Randomized .txt files as graphics in the GZedDoom

by Uni-000 » Wed Jan 22, 2020 8:46 pm

Ooh! Seems reasonable, but I suppose moving sectors will have to wait, maybe we can be like Quake and just have them move without Rotation for now.

But still, this would be Nice as well!

Randomized Tiled Textures

by Smedis2 » Wed Jan 22, 2020 7:54 pm

Inspired by this in specific:
https://www.youtube.com/watch?v=NNv17T02WlY

Just a silly idea, but it would be interesting and slightly useful. Randomized tiles to make stuff like floors and ceilings look less repetitive and video-game-y without using gigantic textures.

TILEDEF

Code: Select all

tile MYTEX1 //comma and number indicate chance of appearing
MYTEX1, 128
MYTEX2, 128

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