"/hires/" not working for longname textures (only shortname)

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"/hires/" not working for longname textures (only shortname)

Postby Tormentor667 » Mon Mar 16, 2020 4:39 am

While working on some hires replacements for Blade of Agony, I noticed that for textures, the automatic replacement of /hires/ variants only work, if I am using "shortname" texture names instead of "longname" ones.

For an example:
  • I have a texture /textures/brick_00.png
  • I have a hires replacement /hires/textures/brick_00.png
  • Using "BRICK_00" in my map makes the hires texture appear ingame
  • Using "textures/brick_00.png" in my map makes the lowres texture appear ingame, the hires replacement is ignored

What can I do here to make the longname also use the hires version automatically?

Best regards,
Torm
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Re: "/hires/" not working for longname textures (only shortn

Postby Tormentor667 » Fri Mar 20, 2020 2:26 pm

Sorry for the push, but maybe someone has a good idea on how to solve this? Maybe with a HIRESTEX lump? I don't see a hint on https://zdoom.org/wiki/TEXTURES if it actually supports longnames or not, that's why I ask.
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Re: "/hires/" not working for longname textures (only shortn

Postby _mental_ » Sun Mar 22, 2020 10:36 am

It seems, there is no way to do this. Texture replacement, hires or not, isn't implemented for long names.
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Re: "/hires/" not working for longname textures (only shortn

Postby Gez » Mon Mar 23, 2020 5:11 am

What happens if you use hires/textures/brick_00.png as your texture directly, does it apply scaling or not?
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Re: "/hires/" not working for longname textures (only shortn

Postby _mental_ » Mon Mar 23, 2020 5:31 am

Scaling won't be applied.
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Re: "/hires/" not working for longname textures (only shortn

Postby Gez » Mon Mar 23, 2020 5:32 am

I guess if you use modern dev features like pathed texture names, you'll have to also use modern dev features like UDMF scaling.
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Re: "/hires/" not working for longname textures (only shortn

Postby Tormentor667 » Sun Jul 26, 2020 6:05 am

Sorry for pushing this again but can nothing be done about it or actually “be fixed”? Otherwise I will need to change all this in the map itself I guess.
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