Floor/Ceiling Texture Offset

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Expand view Topic review: Floor/Ceiling Texture Offset

by HotWax » Tue Jan 09, 2007 5:10 pm

You give the line special #121 in the editor, [wiki]Line_SetIdentification[/wiki], and set the first argument of that special to the chosen id #. If you need more than 255 unique IDs, you can use the 5th argument as a high byte (high * 256 + low = id).

You can then use various ACS commands which work on line id's using the id number you gave the line.

This obviously only works in Hexen map format.

However, it sounds like Zippy's solution is simpler if you're just looking to alter the ceiling/floor offset for a sector.

by sk8ajoe » Tue Jan 09, 2007 2:46 pm

do you have to activate "lineID using the hexen activations for a line to have a lineID or does the line, on map open, automatically have this lineID :?:

by Kirby » Mon Jan 08, 2007 9:51 am

Zippy wrote:I suppose it's also worth noting that as long as you are using scripting, [wiki]Sector_SetFloorPanning[/wiki] and [wiki]Sector_SetCeilingPanning[/wiki] can also be used to adjust floor and ceiling texture offsets.
I was just about to mention that.....

by Zippy » Sun Jan 07, 2007 10:57 am

I suppose it's also worth noting that as long as you are using scripting, [wiki]Sector_SetFloorPanning[/wiki] and [wiki]Sector_SetCeilingPanning[/wiki] can also be used to adjust floor and ceiling texture offsets.

by sk8ajoe » Sun Jan 07, 2007 9:49 am

allrighty. thx Graf!

by Graf Zahl » Sun Jan 07, 2007 9:44 am

You have to set it in an OPEN script with setlinespecial. Blame Raven for this particular stupidity. The 2 bytes for a line id field would have made the IWAD 50-60 kb longer and that was apparently too much for them. :(

by sk8ajoe » Sun Jan 07, 2007 9:24 am

so, how do I do use linedef action 183 if I have to use linedef action 121 :?:

by Wills » Sat Jan 06, 2007 8:52 am

Linedef action 121, Argument 1 is Line ID.

by sk8ajoe » Sat Jan 06, 2007 8:48 am

How do you use "lineid", or in DoomBuilder it's called "line tag" :?:

by sk8ajoe » Tue Dec 19, 2006 5:49 pm

Cool! Thx for the info HotWax! :D

by HotWax » Tue Dec 19, 2006 5:29 pm

Wills wrote:But offsetting floor/ceiling textures like you would normal sidedef textures isn't possible, right?
Yes, if you place the line at the position you'd want the ceiling/floor texture to start drawing from. The line doesn't have to be a wall or anything and could be completely invisible to the player, so it accomplishes the same effect.

I imagine that the reason randy didn't just add X and Y parameters for the floor and ceiling offsets is because there's no more room in the WAD format for additional sector properties.

by Wills » Tue Dec 19, 2006 5:27 pm

But offsetting floor/ceiling textures like you would normal sidedef textures isn't possible, right?

by HotWax » Tue Dec 19, 2006 5:25 pm

You can already do this.

See here and here.

by Wills » Tue Dec 19, 2006 5:23 pm

I don't think it's possible due to the way the Doom engine works. Sorry.

Floor/Ceiling Texture Offset

by sk8ajoe » Tue Dec 19, 2006 5:20 pm

:idea: Another suggestion is being able to offset Floor & Ceiling Textures :?:

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