Floor/Ceiling Texture Offset
Moderator: GZDoom Developers
Floor/Ceiling Texture Offset
Yes, if you place the line at the position you'd want the ceiling/floor texture to start drawing from. The line doesn't have to be a wall or anything and could be completely invisible to the player, so it accomplishes the same effect.Wills wrote:But offsetting floor/ceiling textures like you would normal sidedef textures isn't possible, right?
I imagine that the reason randy didn't just add X and Y parameters for the floor and ceiling offsets is because there's no more room in the WAD format for additional sector properties.
Last edited by HotWax on Tue Dec 19, 2006 5:53 pm, edited 1 time in total.
You give the line special #121 in the editor, [wiki]Line_SetIdentification[/wiki], and set the first argument of that special to the chosen id #. If you need more than 255 unique IDs, you can use the 5th argument as a high byte (high * 256 + low = id).
You can then use various ACS commands which work on line id's using the id number you gave the line.
This obviously only works in Hexen map format.
However, it sounds like Zippy's solution is simpler if you're just looking to alter the ceiling/floor offset for a sector.
You can then use various ACS commands which work on line id's using the id number you gave the line.
This obviously only works in Hexen map format.
However, it sounds like Zippy's solution is simpler if you're just looking to alter the ceiling/floor offset for a sector.
