[Code] Flat Bleeding, Without the Fuss

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[Code] Flat Bleeding, Without the Fuss

Postby NeuralStunner » Thu Jan 26, 2012 9:51 pm

(G)ZDoom emulates an old rendering glitch used by many maps, in which you leave an upper/lower texture blank, and the flat from the touching sector will be rendered over it. This is less fussy than Transfer_Heights, having the advantage of ignoring the affected sector's lighting effects (such as color and flicker).

The problem is, A map editor will usually display errors for every instance of a missing texture. Want an error-free flat hack?

Throw this into your TEXTURES:
Code: Select allExpand view
// Allows maps to use the Flat Bleeding trick without getting editor errors. - NS

Texture FlatHack, 16, 16
{
   Patch "-NoFlat-", 0, 0
   NullTexture
}

Now you simply place FLATHACK wherever you would normally put a blank texture. (G)ZDoom will use it as a null texture, while Doom Builder and the like will accept it as a valid texture. (Although it will probably not render in DB2 either, since it doesn't understand using textures as patches!)
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Re: [Code] Flat Bleeding, Without the Fuss

Postby esselfortium » Thu Jan 26, 2012 10:33 pm

You can do this already without any mods: use AASHITTY as your upper/lower texture, and it'll behave as though the texture is missing entirely.

If you're mapping for Doom instead of Doom II, use AASTINKY instead. Similarly, the first texture in the list for Heretic, Hexen, and Strife will all behave as equivalent to null.
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Re: [Code] Flat Bleeding, Without the Fuss

Postby darkhaven3 » Thu Jan 26, 2012 10:38 pm

The Wiki wrote:The image will never actually be drawn. This duplicates the behavior of AASHITTY and other special textures.


Did it not occur to you to just try using AASHITTY?
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Re: [Code] Flat Bleeding, Without the Fuss

Postby NeuralStunner » Thu Jan 26, 2012 10:58 pm

DB2 still complains that AASHITTY or AASTINKY is not a known texture. (At least it did the first time I tried. Argh.)

Although making your own NullTexture is still helpful for maps/mods not specific to one IWad. (Or making an IWad of your own.)
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Re: [Code] Flat Bleeding, Without the Fuss

Postby Gez » Fri Jan 27, 2012 4:56 am

esselfortium wrote:Similarly, the first texture in the list for Heretic, Hexen, and Strife will all behave as equivalent to null.


For reference.
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Re: [Code] Flat Bleeding, Without the Fuss

Postby NeuralStunner » Fri Jan 27, 2012 2:20 pm

Hacx has the best one. (AARDVARK!)
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Re: [Code] Flat Bleeding, Without the Fuss

Postby printz » Sat Jan 28, 2012 3:11 am

I'd rather have DB and GZDoom scream at me, makes me feel tougher.
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Re: [Code] Flat Bleeding, Without the Fuss

Postby Enjay » Sat Jan 28, 2012 7:00 am

NeuralStunner wrote:This is less fussy than Transfer_Heights...

Personally, I find using transfer heights less fussy, more logical, easier to remember and easier to implement. I'm not commenting on the suggested method as such, just that I prefer the apparently "fussy" method. ;)
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Re: [Code] Flat Bleeding, Without the Fuss

Postby printz » Sun Jan 29, 2012 9:21 am

I don't really like Transfer_Heights especially in Boom/Eternity where you sink like a rock... I find GZDoom 3d floors a better alternative.
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Re: [Code] Flat Bleeding, Without the Fuss

Postby Enjay » Sun Jan 29, 2012 9:44 am

This is not about using transfer heights to make swimable water but, rather, to use for special effects such as hiding a monster in an invisible pit etc.
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