Thank you. Changed to 2x. It helped. The HD textures in the mod are either 512x512, 512x1024 or 1024x1024.Hellser wrote:You're using ScaleNx (Scale 3x by the looks of it), if a texture is 1024x1024, that's 3072x3072 for just one texture. So you might need to turn that down to see if things clear up some.
Search found 25 matches
- Sat Oct 17, 2020 5:32 pm
- Forum: Assets (and other stuff)
- Topic: Increase performance for high-res textures
- Replies: 4
- Views: 1293
Re: Increase performance for high-res textures
- Fri Oct 16, 2020 4:11 pm
- Forum: Assets (and other stuff)
- Topic: Increase performance for high-res textures
- Replies: 4
- Views: 1293
Re: Increase performance for high-res textures
Make sure you're not using any upscaling texture filter first (Normal 4x, HQ4x, etc.). You would be surprised how hard your computer starts chugging if you're upscaling multiple 512x512 textures up by 4 times (2048x2048 oh my!) with an algorithm placed on top of that. To avoid losing detail, make ...
- Fri Oct 09, 2020 5:22 am
- Forum: Assets (and other stuff)
- Topic: Increase performance for high-res textures
- Replies: 4
- Views: 1293
Increase performance for high-res textures
I like to use mods adding new high-resolution textures for classic Doom instead of vanilla ones. However, even with the Vulkan API enabled, for big maps with a lot of objects and textures, I experience lags and frame rate drops when playing with these mods. Question: can I do anything to these ...
- Thu Oct 08, 2020 3:23 pm
- Forum: Scripting
- Topic: Need help with Spawn() in ZScript
- Replies: 4
- Views: 914
Re: Need help with Spawn() in ZScript
Thank you. It worked.Player701 wrote:Code: Select all
Actor.Spawn('ColumnFlare', (pos.x, pos.y, pos.z + 40));
- Tue Oct 06, 2020 9:18 am
- Forum: Scripting
- Topic: Need help with Spawn() in ZScript
- Replies: 4
- Views: 914
Re: Need help with Spawn() in ZScript
Spawn is a static method of Actor, but EventHandler is not a subclass of Actor. Therefore, you have to prefix the method name with the class name to call it, like this: Actor.Spawn(...) Now it says that Spawn() has too many arguments specified, although according this article it should have at ...
- Tue Oct 06, 2020 9:00 am
- Forum: Scripting
- Topic: Set Powerup.Colormap in ZScript
- Replies: 11
- Views: 573
Re: Set Powerup.Colormap in ZScript
Yeah, I recommend to always use the latest version of GZDoom. Older versions may not support the features I'm suggesting to use, and/or may contains bugs that prevent said features from working properly. The reason it didn't work back then because I forgot to add my EventHandler to the MAPINFO file ...
- Tue Oct 06, 2020 4:49 am
- Forum: Scripting
- Topic: Need help with Spawn() in ZScript
- Replies: 4
- Views: 914
Need help with Spawn() in ZScript
I'm trying to enhance Doom's light sources with extra flares on top of them, but without replacing the original actors. So I have this LENSA0.png sprite that I would like to place on top of each Column and TechLamp spawned in Doom's map. class LightFlare : Actor { Default { +FIXMAPTHINGPOS ...
- Tue Oct 06, 2020 4:41 am
- Forum: Scripting
- Topic: Set Powerup.Colormap in ZScript
- Replies: 11
- Views: 573
Re: Set Powerup.Colormap in ZScript
I was using older versions of GZDoom and ZScript. I'll try the latest versions on this. Anyway, thanks for the help.Player701 wrote:This WAD works for me in GZDoom 4.4.2.
- Tue Oct 06, 2020 12:01 am
- Forum: Scripting
- Topic: Set Powerup.Colormap in ZScript
- Replies: 11
- Views: 573
Re: Set Powerup.Colormap in ZScript
I have just tested this myself, and it actually works! Don't know why I didn't think of it before. But now you know how to change both the blend color and the colormap. You are still limited to colormaps that you can create at compile time, however - you cannot dynamically alter it during gameplay ...
- Mon Oct 05, 2020 2:44 pm
- Forum: Scripting
- Topic: Set Powerup.Colormap in ZScript
- Replies: 11
- Views: 573
Re: Set Powerup.Colormap in ZScript
I don't think there are any default values in the color expression. Values go from 0 to 255. An alpha of 0 means fully transparent, while 255 means fully opaque. From your code, I'm not quite sure of the exact color you're trying to get. Here's how it would look like for light gray, 50% transparent ...
- Mon Oct 05, 2020 2:15 pm
- Forum: Scripting
- Topic: Set Powerup.Colormap in ZScript
- Replies: 11
- Views: 573
Re: Set Powerup.Colormap in ZScript
However, it is possible to change the value of BlendColor for a PowerupGiver to set a normal color instead. Use the following ZScript for that (replace A, R, G, B with the corresponding values of your color's components): I still can't convert the DECORATE value "0.0, 0.0, 0.0, 1.0, 1.0, 1.0" into ...
- Mon Oct 05, 2020 1:54 pm
- Forum: Scripting
- Topic: Set Powerup.Colormap in ZScript
- Replies: 11
- Views: 573
Re: Set Powerup.Colormap in ZScript
Thanks Player701! You are the only one who could give me a good understandable answer.
- Mon Oct 05, 2020 12:25 pm
- Forum: Scripting
- Topic: Set Powerup.Colormap in ZScript
- Replies: 11
- Views: 573
Set Powerup.Colormap in ZScript
I want to change the colormap for Invulnerability sphere in Zscript, but without replacing the actor. If I were to use replacement, I would simply write: Inv : InvulnerabilitySphere replaces InvulnerabilitySphere { Default { Powerup.Colormap 0.0, 0.0, 0.0, 1.0, 1.0, 1.0; } } Now I want to attach ...
- Wed Sep 30, 2020 4:57 pm
- Forum: Scripting
- Topic: How to translate color of the sprite in ZScript?
- Replies: 4
- Views: 455
Re: How to translate color of the sprite in ZScript?
It worked, thank you.Jarewill wrote:Don't forget the semicolon (;) at the end and it should work.
- Wed Sep 30, 2020 6:52 am
- Forum: Scripting
- Topic: How to translate color of the sprite in ZScript?
- Replies: 4
- Views: 455
Re: How to translate color of the sprite in ZScript?
Like this:Blue Shadow wrote:The same way.
Code: Select all
Class RedTorchNew: RedTorch replaces RedTorch {
Default {
translation "192:207=168:184","240:247=185:191"
}
}