Horisontal texture alignment in UDMF
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Horisontal texture alignment in UDMF
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
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
- Kappes Buur
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Re: Horisontal texture alignment in UDMF
When you mention doom builder I assume that you mean Doombuilder2,Ultrayoba wrote: In doom builder where I making map in UDMF I still can not do it.
which is no longer maintained/supported.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.
Re: Horisontal texture alignment in UDMF
Oh, so there avalible more advanced mapping tool!
Big thanx for help!
Big thanx for help!
Re: Horisontal texture alignment in UDMF
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 tried make in other formats - it was same
- Kappes Buur
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Re: Horisontal texture alignment in UDMF
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:
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
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- 3D_floor_plugin.wad
- (18.08 KiB) Downloaded 71 times
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- 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.
Re: Horisontal texture alignment in UDMF
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.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
- Kappes Buur
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Re: Horisontal texture alignment in UDMF
Action 160 is attached to a linedef of the control sector.Ultrayoba wrote:I has no Action 160 and any advanced actions,
Spoiler:Then set the height (floor/ceiling) of the control sector.
See the tutorial and my examples.
Re: Horisontal texture alignment in UDMF
Oh, so this attached not to sector but to line!
I'am so noobie, thanx for help!
I'am so noobie, thanx for help!
- ramon.dexter
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Re: Horisontal texture alignment in UDMF
No, you are not noobie. You just have to carefully read what kappes buur provided you.
- SiMpLeToNiUm
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Re: Horisontal texture alignment in UDMF
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).Kappes Buur wrote: In DB2 you have these options for floor/ceiling texturesSpoiler:In GZDoom Builder-Bugfix you have these optionsSpoiler:
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.