Gez wrote:Shadow Hog wrote:Strictly speaking skewing can sorta already be done by splitting the linedef in question up into tons of tinier linedefs
Yeah, here's an example (birds.wad/Heretic Upstarts Mapping Project E1M6) :
This is absolutely awful though. It's an example of things that you shouldn't be trying to do in the engine. That Wall went from being 2 linedefs to, like, a hundred: that's more walls than most rooms. It also means that, if anyone ever tries to use a high-res texture pack on it, it won't look right. People need to just pull the original texture, and make a separate version that is tilted. I absolutely could not afford to do something like this in a game with the graphical intensity of Membrane.
Gorman Frebmane wrote:You know i have a better solution, mabye suggesting to the guy who still keeps gzdoombuilder to add in a inbuilder texture editor to do rotations and essencialy create rotations without having to go through all the effort of saving, placing it inside a wad, making sure its the right size and other stuff like that?
obviously that would mean it would create a new texture file that would be saved within the wad thats being worked on.
That's actually a worse solution. Not only is he already overworked and low on help with that, but this system would have to be a large, very robust addition to what Doom Builder does. He would need to create some sort of texture editor, which Doom Builder does not currently have, and add the ability to smoothly do these rotations, because remember that it is not enough to simply pull it into gimp and rotate it, because you will quickly lose quality to the lack of space within pixels.
He would also need to add the ability to save images to wads and PK3s, and the user would have to be able to choose, because do you want to save this to the WAD you are working on, or the PK3 you got this texture from, or someplace else? In my own work flow, I have 3 files: the WAD with the map, membrane.pk3, and another PK3 that just contains things which I am adding so they can be properly merged back into membrane.pk3 later.
No, there are only two good ways to do this sort of thing. Either the mapper needs to make the rotated textures themself, which has obvious limitations, or the renderer needs to do it for them when it is drawing triangles.