Large Flat Specs
Large Flat Specs
I can't find anything on the format of large flats. Anybody know anything about this?
- Ryan Cordell
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I was already there. That page doesn't say anything specific at all. It seems that the X,Y sizes are the square root of the number of bytes in the image and each column is just X number of bytes. Maybe I will add this info to that page later.solarsnowfall wrote:Flats
- solarsnowfall
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- Ryan Cordell
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I must be confusing it with some other game.. Wasn't that kind of rule from Duke Nukem 3d or something? I can't remember.Grubber wrote:Bullcrap. Look for FFlatTexture constructor in the source code. The only allowed sizes are the ones I listed. Anything else is treated as 64x64 (only first 4096 bytes are loaded).Blade Nightflame wrote:Anything with the power of 2, really.
Yes exactly. I already know how flats work for editing purposes. I might create a flat editor eventually.Enjay wrote:I'm guessing Justin is maybe looking for specs for his WAD tool as opposed to knowing how to use them from an editing perspective.
The flat system is not the best. Thats why I would often textures in the TEXTUREx lump on floors/ceilings as opposed to actual flats. You can make transparent floors in GZDoom using this method too.The flat handling is in need of redesign. The code is far too limited as it is.
I don't know squat about the Build engine, but I know that vanilla Doom allowed only 64x64. Hexen had some 128x128 flats but nothing is mentioned about the format difference in any Hexen specs...Blade Nightflame wrote:I must be confusing it with some other game.. Wasn't that kind of rule from Duke Nukem 3d or something? I can't remember.Grubber wrote:Bullcrap. Look for FFlatTexture constructor in the source code. The only allowed sizes are the ones I listed. Anything else is treated as 64x64 (only first 4096 bytes are loaded).Blade Nightflame wrote:Anything with the power of 2, really.
