[Fixed] Using highres textures screws them
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- Bio Hazard
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Re: Using highres textures screws them
Will you make me a copy of your texture wad with just the sky?Hirogen2 wrote:the sky... (it is not the usual size but you see it's not working)
- Hirogen2
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1. bigsky.wad - a reduced zrtxhtic.wad, so use bigsky.wad with the Heretic IWAD (E1M1 will look crappy but, this is about the sky...)
2. tex.wad - load this up and you will get the message '(number) >= wnumlumps', although it has nothing to do with wnumlumps! Instead, it is about patches missing. You might want to make an appropriate error message.
http://linux01.org:2222/f/sky-n-tex.cab (274KB)
Edit: Guys, I do not know why you're downloading this, it's just useful for Randy
2. tex.wad - load this up and you will get the message '(number) >= wnumlumps', although it has nothing to do with wnumlumps! Instead, it is about patches missing. You might want to make an appropriate error message.
http://linux01.org:2222/f/sky-n-tex.cab (274KB)
Edit: Guys, I do not know why you're downloading this, it's just useful for Randy
Alright, I turned the unused word between the texture name and the scale values into a flags word. Now the maptexture definition in the wad starts like this:
At present (and probably forever), there is only one flag defined: 0x8000 will cause the texture to offset by world units instead of by texels.
However, while testing with your wad, I found out that whatever program you used to create the textures cannot properly create tall patches with holes. MIDBRONZ is probably the best example of this. See the attached screenshot.
Code: Select all
char name[8];
WORD Flags;
BYTE ScaleX;
BYTE ScaleY;
.
.
.
However, while testing with your wad, I found out that whatever program you used to create the textures cannot properly create tall patches with holes. MIDBRONZ is probably the best example of this. See the attached screenshot.
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- bad_midbronz.png (76.75 KiB) Viewed 1327 times
The least you can do is REMEMBER what you did. You used XWE and this is done by XWE. I've known this problem for a long time:)Hirogen2 wrote:DeepSea's fault. I will correct that in a future re-release, probably when PNG and hires support is in ^_^
The reason this happened is that you got confused on the transparency issue and did not follow my advice about changing the transparency color and instead used XWE (edit: or when you used the scaling it changed it when you saved?)
Proof: Easy, if you use DeePsea the lumpsize is different. There are also other anomalies I leave for others to discover.
IOW XWE's fault
Last edited by randomlag on Tue Oct 14, 2003 11:29 am, edited 1 time in total.
- Hirogen2
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Nah after I saw that XWE was not able to handel >509 I switch to Deepsea and, maybe I changed transparency maybe not. If it doesnot settle with the default cyan in index 247.... can't remember.randomlag wrote:The reason this happened is that you got confused on the transparency issue and did not follow my advice about changing the transparency color and instead used XWE.
These were made by XWE. I don't post unless I verify the facts. Do it yourself, you will find that the lump sizes do not match. On top of that the very first offset entry made by DeePsea vs XWE is different.Hirogen2 wrote:Nah after I saw that XWE was not able to handel >509 I switch to Deepsea and, maybe I changed transparency maybe not. Can't remember.randomlag wrote:The reason this happened is that you got confused on the transparency issue and did not follow my advice about changing the transparency color and instead used XWE.
Release an interim version?
Done v11.83 has this and automatic DECORATE support added.randy wrote:Alright, I turned the unused word between the texture name and the scale values into a flags word. Now the maptexture definition in the wad starts like this:Code: Select all
char name[8]; WORD Flags; BYTE ScaleX; BYTE ScaleY; . . .
You might consider one more flag bit - that's to automatically scale to the original DOOM texture so that no scaling has to be done by the user (ala the external formats).
It may make sense to release an interim version with support for the latest since there will be a lot better feedback on anything new done. Eg. TX, this and that.
- Hirogen2
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It looks to me more like it (XWE) does not create them correct, because they show up both fux0red in XWE and Doom.randy wrote:Ironically, XWE doesn't even display them correctly, even though it created them.
Last edited by Hirogen2 on Thu Oct 16, 2003 1:51 pm, edited 1 time in total.