Allow MODELDEFS to parse TEXTURES lump
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- Major Cooke
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Allow MODELDEFS to parse TEXTURES lump
Since blending translations don't work on models (turns them completely invisible -- currently under the impression of 'this is an unsupported feature'. If I'm wrong, please do tell!) I thought I'd try to use a TEXTURES re-blended graphic to apply to the model which, in my case, defines about 20 of the manipulated graphics for the sake of saving on file space.
Turns out, it cannot do that. Can this be changed?
Turns out, it cannot do that. Can this be changed?
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Re: Allow MODELDEFS to parse TEXTURES lump
I'm 100% for this, this would be a godsend.
- Major Cooke
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Re: Allow MODELDEFS to parse TEXTURES lump
Indeed. This is not only a headache to maintain, it's also a massive waste of space when it comes to having a ton of varieties. Those are literally just different colors and/or offsets (think Photoshop's Filter -> Other -> Offset effect, or TEXTURE's ability to define the offset of each specific graphic inside the box).
- StrikerMan780
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Re: Allow MODELDEFS to parse TEXTURES lump
Agreed with this one. This would allow me to cut quite a few MB off of SMMP's size.
- Major Cooke
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Re: Allow MODELDEFS to parse TEXTURES lump
If it can read from the TEXTURES lump, that's all I would like. Because right now it can't do that.
For example, make a quick TEXTURES entry on the graphic.
It won't work. Not even giving the full directory works at the moment.
For example, make a quick TEXTURES entry on the graphic.
Code: Select all
Graphic "NJLamp2", 128, 128 // or whatever size it is
{
Patch "NJLamp", 0, 0 {}
}
Re: Allow MODELDEFS to parse TEXTURES lump
OK, updated the sample with texture definition. With changes from the mentioned branch both actors are working fine.
- Major Cooke
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Re: Allow MODELDEFS to parse TEXTURES lump
Can this be pushed to a test branch on GZDoom itself for testing please?
Re: Allow MODELDEFS to parse TEXTURES lump
It's here. Probably it's even faster to copy/paste the change into existing checkout. By the way you can pull from arbitrary Git remote.
Re: Allow MODELDEFS to parse TEXTURES lump
@ Cooke: Not sure how to do it in SourceTree but it's easy to do from the command-line._mental_ wrote:By the way you can pull from arbitrary Git remote.
Code: Select all
git pull https://github.com/alexey-lysiuk/gzdoom 55a9f19
- Major Cooke
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Re: Allow MODELDEFS to parse TEXTURES lump
That's the biggest reason why I suggested it. Otherwise pulling updates from the HEAD can sometimes be a pain in the ass.Rachael wrote:(though it is preferable such things are put into a branch that way the HEAD of the branch stays updated)
Thanks Mental! Will give it a try.
Re: Allow MODELDEFS to parse TEXTURES lump
I also put it in the latest QZDoom devbuild.
- Major Cooke
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Re: Allow MODELDEFS to parse TEXTURES lump
Here you go. summon SNLightningBeam in console.
It's a shame blend modes don't work on textures applied to models.
It's a shame blend modes don't work on textures applied to models.
- Attachments
-
- test.pk3
- summon SNLightningBeam
- (14.02 KiB) Downloaded 45 times
Re: Allow MODELDEFS to parse TEXTURES lump
Well, with my change textures are resolved correctly, right? Blending mode being ignored for models is unrelated to the initial request.
- Major Cooke
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Re: Allow MODELDEFS to parse TEXTURES lump
Yup. Works perfectly!