Sloped Textures

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Expand view Topic review: Sloped Textures

Re: Sloped Textures

by NeuralStunner » Thu Feb 10, 2011 11:38 am

You're going to find most map features designated for UDMF. That extensibility is pretty much the whole point. ;)

Re: Sloped Textures

by Gez » Thu Feb 10, 2011 11:33 am

Wait for SLADE3. :p

Re: Sloped Textures

by Nightfall » Thu Feb 10, 2011 10:12 am

Gez wrote:Bumping this to suggest making it as a sidedef property in UDMF instead of some initialization special..
Instead of? But what about us SLADE2 users who are stuck with the Hexen format?! :(
cq75 wrote:Even if it's restricted to OpenGL mode, it's better than not having it
Agreed there.

Re: Sloped Textures

by cq75 » Tue Feb 08, 2011 8:45 pm

So... is this going to be in GzDoom, even if it's not in zdoom? :?:

Even if it's restricted to OpenGL mode, it's better than not having it

Re: Sloped Textures

by cq75 » Sun Jan 30, 2011 10:10 pm

Did you put it in GzDoom?

(I don't remember seeing it, but I might've missed it)

even if it won't work with the software renderer, I'd like to have it in opengl :)

Re: Sloped Textures

by Graf Zahl » Sat Jan 29, 2011 10:59 am

If Randy does it, fine. I have no idea how to implement it in the software renderer.

Re: Sloped Textures

by Gez » Sat Jan 29, 2011 9:20 am

Bumping this to suggest making it as a sidedef property in UDMF instead of some initialization special.

It could possibly also allow for sloping 3D mid textures.

by HotWax » Sun Nov 05, 2006 6:30 pm

All that this would do is draw each column of the texture with an offset so that a horizontal line drawn across the texture would stay the same distance from the floor at any point along the slope. If you're still confused, see my diagram in the other thread linked to in the first post.

There is no rotation done and no geometry is affected. If this is placed on a solid wall, the wall will still be solid from top to bottom. You can also do what Graf suggested with it and make a railing the slopes with the floor to achieve the effect guitar man is asking for.

by Kirby » Sun Nov 05, 2006 3:13 pm

guitar man wrote:But... If this were done, would the entire linedef be sloped, or just the texture?
As I see it, just the linedef. No need to define a texture if you are simply going to use it in some areas (unless this would be easier?)
As such that if you made it impassible, you would be able to use it as a ramp?
Huh? Not at all. It would still be a normal line. If you wanted to make it walkable, you'd have to give it bridge things and leave it so it's passable to make the player think you can walk on it.

by guitar man » Sun Nov 05, 2006 3:02 pm

But... If this were done, would the entire linedef be sloped, or just the texture? As such that if you made it impassible, you would be able to use it as a ramp? I would ultimately be in favor of this, as opposed to just a sloped texture.

by Kirby » Sun Nov 05, 2006 2:14 pm

edward850 wrote:Well randy hasn’t said anything yet. He normally knows about this kinda stuff, I'm worried
I know, especially since this is the only thing he has said in this thread:
randy wrote:
Caligari_87 wrote:[slaps randy w/ dead fish]
Argh!

by edward850 » Sat Nov 04, 2006 3:36 am

Well randy hasn’t said anything yet. He normally knows about this kinda stuff, I'm worried

by Graf Zahl » Sat Nov 04, 2006 1:42 am

Well, I'd like to have this feature but I can't code it into the software renderer... :(

by David Ferstat » Fri Nov 03, 2006 7:16 pm

Kirby wrote:*BUMP*
Alert the randy police!
:shock:

by HotWax » Fri Nov 03, 2006 4:34 pm

I wholly support this idea.

Wouldn't this be as simple as the renderer incrementing the Y-offset for each column based on the slope of the underlying floor/ceiling? A little simple math ought to do it.

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