Large Flat Specs

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justin024
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Large Flat Specs

Post by justin024 »

I can't find anything on the format of large flats. Anybody know anything about this?
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Grubber
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Post by Grubber »

It can be 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, depends on size of the lump.
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Ryan Cordell
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Post by Ryan Cordell »

Anything with the power of 2, really.
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solarsnowfall
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Post by solarsnowfall »

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justin024
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Post by justin024 »

solarsnowfall wrote:Flats
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.
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solarsnowfall
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Post by solarsnowfall »

It told me everything I needed to know to get hires flats working perfectly. I don't really see any need for additional info on that page, accept for maybe some links too Sector SetFloor/CeilingScale.
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Enjay
 
 
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Post by Enjay »

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.
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Grubber
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Post by Grubber »

Blade Nightflame wrote:Anything with the power of 2, really.
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).
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Graf Zahl
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Post by Graf Zahl »

The flat handling is in need of redesign. The code is far too limited as it is.
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Post by Grubber »

Indeed.
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Enjay
 
 
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Post by Enjay »

Is there much point seeing as how any suitable size of TX can do the job of a large flat and a scaled texture can be used for a flat? Does the flat format offer anything that the other ways of putting graphics on floors do not?
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Post by Ryan Cordell »

Grubber wrote:
Blade Nightflame wrote:Anything with the power of 2, really.
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).
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. :?
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Post by Wills »

Graf Zahl wrote:The flat handling is in need of redesign. The code is far too limited as it is.
Megatextures, anyone? :)
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justin024
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Post by justin024 »

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.
Yes exactly. I already know how flats work for editing purposes. I might create a flat editor eventually.
The flat handling is in need of redesign. The code is far too limited as it is.
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.
Blade Nightflame wrote:
Grubber wrote:
Blade Nightflame wrote:Anything with the power of 2, really.
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).
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. :?
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...
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Post by rpeter »

Originally flats were easier and faster to draw than textures, because they were not made out of patches and came in one size only.
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