Uh oh, me again.
is there any way to control this? I presume this topic has come up before but I don't know how to search for that since I do not know what this occurrence is called.
Formerly, in regular dumb old Zdoom, I could trick the ceiling into looking like it was consistently sloped by setting unusually high ceilings and omitting upper textures,
but gzdoom fills in my gaps, making it look stupider than usual.
Later on the floors here sink below the main floor; they are meant to disappear entirely but again the blank (actually covered with "AASHITTY," to keep level editors from filling them in, but gzdoom is smarter than they are) parts are filled in. Although, unless I am mistaken, they are only PARTIALLY filled in, as I disabled it in some places by accident; right here the far wall is filled in but the near walls are not. I do not know a proper way around this (such as by using slope copiers for the ceiling) because the floors that get lowered are themselves sloped, and as far as I know there is no way of flattening them after initializing.
gzdoom's application of missing textures
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: gzdoom's application of missing textures
The engine never attempts to flood gaps that border a sloped sector. There's just no good way to do it, so in order to avoid gaps it forces an upper or lower texture onto such linedefs when rendering them
Re: gzdoom's application of missing textures
That makes me wonder... are sloped midtextures possible? Or could they be possible?
Re: gzdoom's application of missing textures
Sloped mid-textures? You mean like the graphic itself skews to match the surface?
Horg that is too bad, thank you for the explanation! Those things do not REALLY need to be sloped, I suppose. I am trying to do justice to an idea I had 20 years ago and it might not be entitled to this much justice.Graf Zahl wrote:The engine never attempts to flood gaps that border a sloped sector. There's just no good way to do it, so in order to avoid gaps it forces an upper or lower texture onto such linedefs when rendering them