Horisontal texture alignment in UDMF

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!

Moderator: GZDoom Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Post Reply
Ultrayoba
Posts: 8
Joined: Tue Feb 07, 2017 4:38 am

Horisontal texture alignment in UDMF

Post by Ultrayoba »

Sorry if this noobie question, but i heared in UDMF map format you can move textures of floor and also move top and down textures separately. Question is - how I can do it? In doom builder where I making map in UDMF I still can not do it.
Also, it is possible to change scale of texture? So texture of scale 256x256 can be used in small size, same as 64x64 for example, but still be high resolution
User avatar
Kappes Buur
 
 
Posts: 4114
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: Horisontal texture alignment in UDMF

Post by Kappes Buur »

Ultrayoba wrote: In doom builder where I making map in UDMF I still can not do it.
When you mention doom builder I assume that you mean Doombuilder2,
which is no longer maintained/supported.

In DB2 you have these options for floor/ceiling textures
Spoiler:
In GZDoom Builder-Bugfix you have these options
Spoiler:
So, it seems advisable that you use GZDB-BF
or else you could scale/offset the texture in TEXTURES.
Ultrayoba
Posts: 8
Joined: Tue Feb 07, 2017 4:38 am

Re: Horisontal texture alignment in UDMF

Post by Ultrayoba »

Oh, so there avalible more advanced mapping tool!
Big thanx for help!
Ultrayoba
Posts: 8
Joined: Tue Feb 07, 2017 4:38 am

Re: Horisontal texture alignment in UDMF

Post by Ultrayoba »

And sorry for double post, don't wanna create new topic I making map in Doom2 (UDMF) format but Predefinded effects there like in vanilla doom formats, no 3d floors and things like that.
i tried make in other formats - it was same
User avatar
Kappes Buur
 
 
Posts: 4114
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: Horisontal texture alignment in UDMF

Post by Kappes Buur »

3D floors are not predefined, you have to construct them.
Check out the WIKI, action special 160.
Sloped 3D floors are not possible in ZDoom's software renderer,
only in GZDoom's hardware renderer.

See cq75's tutorial to learn how a 3D floor is achieved.

There is also a plugin by boris to facilitate 3D floors.

I'll also include a couple of examples, one done the regular way and one done with the plugin:
Attachments
3D_floor_plugin.wad
(18.08 KiB) Downloaded 71 times
3D_Floor_regular.wad
(9.14 KiB) Downloaded 69 times
Last edited by Kappes Buur on Sat Mar 17, 2018 3:02 pm, edited 2 times in total.
Ultrayoba
Posts: 8
Joined: Tue Feb 07, 2017 4:38 am

Re: Horisontal texture alignment in UDMF

Post by Ultrayoba »

Yes, I know that. I has no Action 160 and any advanced actions, this what I mean. I create map in any format - Hexen, UDMF, etc. and in actions I get only ones avalible for vanilla doom like if I create map for vanilla Doom 2
Gez
 
 
Posts: 17833
Joined: Fri Jul 06, 2007 3:22 pm

Re: Horisontal texture alignment in UDMF

Post by Gez »

Ultrayoba wrote:And sorry for double post, don't wanna create new topic I making map in Doom2 (UDMF) format but Predefinded effects there like in vanilla doom formats, no 3d floors and things like that.
i tried make in other formats - it was same
I'm not sure I understand what you're saying, but the editor in SLADE 3 has a system for presets, that will fill all the parameters and activation flags correctly to imitate a Doom-format special.
User avatar
Kappes Buur
 
 
Posts: 4114
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: Horisontal texture alignment in UDMF

Post by Kappes Buur »

Ultrayoba wrote:I has no Action 160 and any advanced actions,
Action 160 is attached to a linedef of the control sector.
Spoiler:
Then set the height (floor/ceiling) of the control sector.

See the tutorial and my examples.
Ultrayoba
Posts: 8
Joined: Tue Feb 07, 2017 4:38 am

Re: Horisontal texture alignment in UDMF

Post by Ultrayoba »

Oh, so this attached not to sector but to line!
I'am so noobie, thanx for help!
User avatar
ramon.dexter
Posts: 1520
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Horisontal texture alignment in UDMF

Post by ramon.dexter »

No, you are not noobie. You just have to carefully read what kappes buur provided you.
User avatar
SiMpLeToNiUm
Posts: 112
Joined: Mon Aug 01, 2016 9:06 am

Re: Horisontal texture alignment in UDMF

Post by SiMpLeToNiUm »

Kappes Buur wrote: In DB2 you have these options for floor/ceiling textures
Spoiler:
In GZDoom Builder-Bugfix you have these options
Spoiler:
I would like to disagree with this. Seemed like OP's first question was about translating (offsetting) floor and ceiling flats like you can do with walls. If that's so, DB2's version of UDMF does actually have support for translating floor and ceiling textures. While I understand GZDBBF is the go-to nowadays, I think it's unfair to brush DB2 aside completely. It still does many of these things perfectly well (albeit in a less-fancy GUI).

You can see in this image that I make use of it in this window to fix the misaligned teleporter flats. This has always been a problem for me, and I did not learn until literally today that this is do-able without finding another 64x64 section to line the pad up to.
Spoiler:
I also could have read his question wrong, so sorry in advance.

This teleporter pad will now appear properly in-game.

Also, sorry for the bump.
Post Reply

Return to “Mapping”