[No] Randomized Tiled Textures

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Randomized Tiled Textures

Postby Smedis2 » Wed Jan 22, 2020 7:54 pm

Inspired by this in specific:
https://www.youtube.com/watch?v=NNv17T02WlY

Just a silly idea, but it would be interesting and slightly useful. Randomized tiles to make stuff like floors and ceilings look less repetitive and video-game-y without using gigantic textures.

TILEDEF
Code: Select allExpand view
tile MYTEX1 //comma and number indicate chance of appearing
MYTEX1, 128
MYTEX2, 128
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Re: Randomized .txt files as graphics in the GZedDoom

Postby Uni-000 » Wed Jan 22, 2020 8:46 pm

Ooh! Seems reasonable, but I suppose moving sectors will have to wait, maybe we can be like Quake and just have them move without Rotation for now.

But still, this would be Nice as well!
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Re: Randomized Tiled Textures

Postby m8f » Wed Jan 22, 2020 9:26 pm

I believe this is already doable with ZScript access to getting/setting textures: https://github.com/coelckers/gzdoom/blo ... ata.zs#L72
One would iterate over Sides in Level, check if a texture id corresponds to a texture that one wants to be randomized, and sometimes replace it with other variant.

Actually, I would love to see this in action. Code should be simple enough, the main problem here is assets, somebody has to draw them.
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Re: Randomized Tiled Textures

Postby Graf Zahl » Thu Jan 23, 2020 1:04 am

This is way out of scope for an engine feature. Especially since scripting it is not too hard, even in ACS.
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Re: Randomized Tiled Textures

Postby Tormentor667 » Thu Jan 23, 2020 4:48 pm

How would this be scriptable?
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Re: Randomized Tiled Textures

Postby Matt » Thu Jan 23, 2020 4:55 pm

I'm guessing through this (with "pos" being "floor" or "ceiling")
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Re: Randomized Tiled Textures

Postby Graf Zahl » Thu Jan 23, 2020 4:58 pm

Tormentor667 wrote:How would this be scriptable?



Obviously you need to tile the sector yourself. Without that it simply cannot ever work. And once you have your tiled sectors it's a simple case of using ACS or ZScript to set the textures you like.
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