definable HUD texture

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Topic review
   

Expand view Topic review: definable HUD texture

by Cutmanmike » Fri Jun 08, 2007 3:20 am

Oh durr, it's in mapinfo.

Hmm I bet you could make a really funky one using warp in ANIMDEFS

by Graf Zahl » Fri Jun 08, 2007 3:18 am

No.

by Matt » Fri Jun 08, 2007 2:09 am

Any chance of this becoming a cvar?

by HotWax » Wed Jun 06, 2007 3:09 pm

Cutmanmike wrote:Can't seem to locate this in the changelog or wiki. How do you do it?
http://www.zdoom.org/wiki/index.php?tit ... picname.3E

by Nash » Wed Jun 06, 2007 1:24 pm

Use "bordertexture" in your map's MAPINFO.

Code: Select all

map MAP02 "LOL map!"
levelnum 2
cluster 1
bordertexture "FWATER1"

by Cutmanmike » Wed Jun 06, 2007 12:29 pm

Can't seem to locate this in the changelog or wiki. How do you do it?

by Project Shadowcat » Fri Jan 05, 2007 12:54 pm

If the flat (GRNROCK) is missing the empty space is simply black.
I push for the idea anyway.

by Cutmanmike » Wed Jan 03, 2007 10:59 am

Ditto, it's been bugging me since forever. I guess I just got used to it and totally forgot.

by Graf Zahl » Wed Jan 03, 2007 10:51 am

Ok, shouldn't be too hard. I'm just wondering why it took so long to suggest it... ;)

by Cutmanmike » Wed Jan 03, 2007 10:44 am

Yeah, it's also visible when you don't have the HUD stretched.

by Graf Zahl » Wed Jan 03, 2007 10:41 am

Sure. I'd put it into MAPINFO. You mean the flat that's used for the frame if the view is shrunk, right?

definable HUD texture

by Cutmanmike » Wed Jan 03, 2007 10:06 am

One thing that ticks me off while playing 99% of the wads I play is that no matter what funky looking HUD it gives you, that tiled texture (Green stones or whatever it is) always stays the same unless the texture is replaced. Could there be a way to change this in a lump or something?

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