MAP29 Compatibility Fix

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Hellser
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MAP29 Compatibility Fix

Post by Hellser »

This is for Map29 of Doom 2. It fixes the missing texture issues with the teleporters in the main room. With OpenGL, it looks like crap. Software, still looks like crap. Now it looks better. The texture is taken from the FRONT side (which is not seen) under any normal conditions. Safe to say Romero wanted to use this texture for the backside, but forgot to set it or did not notice.

Code: Select all

20251EDA21B2F2ECF6FF5B8BBC00B26C // Doom II, MAP29
{
	// Missing textures on teleporters
	setwalltexture 405 back bot SUPPORT3
	setwalltexture 406 back bot SUPPORT3
	setwalltexture 407 back bot SUPPORT3
	setwalltexture 408 back bot SUPPORT3
	setwalltexture 516 back bot SUPPORT3
	setwalltexture 517 back bot SUPPORT3
	setwalltexture 518 back bot SUPPORT3
	setwalltexture 519 back bot SUPPORT3
	setwalltexture 524 back bot SUPPORT3
	setwalltexture 525 back bot SUPPORT3
	setwalltexture 526 back bot SUPPORT3
	setwalltexture 527 back bot SUPPORT3
	setwalltexture 1146 back bot SUPPORT3
	setwalltexture 1147 back bot SUPPORT3
	setwalltexture 1148 back bot SUPPORT3
	setwalltexture 1149 back bot SUPPORT3
	setwalltexture 1138 back bot SUPPORT3
	setwalltexture 1139 back bot SUPPORT3
	setwalltexture 1140 back bot SUPPORT3
	setwalltexture 1141 back bot SUPPORT3
}
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Chris
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Re: MAP29 Compatibility Fix

Post by Chris »

That doesn't seem right. Shouldn't the OpenGL renderer at least look like software with missing lower and upper textures?
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Rachael
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Re: MAP29 Compatibility Fix

Post by Rachael »

Chris wrote:That doesn't seem right. Shouldn't the OpenGL renderer at least look like software with missing lower and upper textures?
That should probably be reported as a bug. I don't know if it can be fixed, though.

Nevertheless, outside the scope of this thread, which I've gone ahead and closed and marked as added.
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Graf Zahl
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Re: MAP29 Compatibility Fix

Post by Graf Zahl »

The OpenGL effect is a result of how it treats untextured holes. Unlike the software renderer, you can look directly downward into it. That means that doing simple texture bleeding is not sufficient to completely fill the hole with the flat texture and the renderer treats any hole with no textures on any side so that its surface gets rendered with the bleeding flat texture. In some extreme cases like this one it may not do what's desirable but the opposite effect would create a lot more problems overall (i.e. break pretty much any intentional case of omitting the lower wall textures.)
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