A strange texture bug

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Mr. J
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A strange texture bug

Post by Mr. J »

Recently, I experienced an annoying bug in one of my zdoom maps.

Normally, as I understand it, if you use a middle texture on a line joining 2 sectors, the texture will not go above the hight of the sector. If you align the texture up or down, it will display only part of the texture, cutting off the part above the celling, and nothing can make it go above it.
...Or so I though.
In my level(which was just fine a day ago), I'm seeing a texture being displayed at full size, ABOVE the celling.
Both sectors are the same hight, and I can't detect any other errors, like a ghost sector, or anything like that.

Is there a reason for this, or anything I can do about it?
It's really screwing me up.
...Oh, and the other line textures around it are alright.
Normally, I just delete the offending sectors, and start over again, but a copied sector, with a correct line-texture, has the same bug, and displays the texture above the celling AGAIN!

Has anybody seen this bug/error before?

Mr. J
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Matt
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Post by Matt »

I vaguely recall doing this before... have you tried switching the upper/lower unpegged flags, and making sure it is one linedef there and not two in the exact same place?
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Mr. J
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Post by Mr. J »

Hmmm...Yeah, I guess that's the only possible explanation of what's happening. I'll check those out, and see.


Thank you.
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Post by Classic Doom Guy »

You were wrong about the texture behavior. Maybe you had the sector heights at 128 before, and now they're at 120 and you don't remember making the change because you were making a million others and it was late?

Textures will do that normally. There are two ways to stop it.

1. Make one of the joining sectors have a different floor or ceiling height.

2. Put "clipmidtextures" on the entry for the level in the MAPINFO lump.


I've only tried the first one though.

Good luck.
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Post by Mr. J »

Really? It does that normally? Strange...I can't recall ever seeing it do that in my 6 years of editing DOOM, but if you say so. I know a line IN a sector dose it that way...
So, changing the sector hight will cause it, eah? It's true, I do most of my work late, and honestly, the next day, I don't remember all of what I did the night before.

I'll check out clipmidtextures, and see if that changes anything.

Just for the record, I made another patch, of the desired size, and used that instead of the matching one used for the walls, and that works, but I hate being "beaten" , and having to resort to faking it like that.

Here's a picture of it of how it's suppose to be, to show you what I'm doing;

http://www.freewebs.com/zdoomconversionz/example.png


Mr. J




Kali-FORnia...? :)
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Mr. J
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Hi-resolution texture

Post by Mr. J »

As you can see from the picture, I'm using scaled textures.
What probably happened, was I changed the scale while the texture was already in use. That always makes zdoom choke, and causes some weird alignment problem.

...And, most of my experience is with classic DOOM, not ZDOOM, so that may explain my ignorance on the issue.

Thank you for your help.

Mr. J
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Post by Classic Doom Guy »

Mr. J wrote:Really? It does that normally? Strange...I can't recall ever seeing it do that in my 6 years of editing DOOM, but if you say so. I know a line IN a sector dose it that way...
So, changing the sector hight will cause it, eah? It's true, I do most of my work late, and honestly, the next day, I don't remember all of what I did the night before.

I'll check out clipmidtextures, and see if that changes anything.

Just for the record, I made another patch, of the desired size, and used that instead of the matching one used for the walls, and that works, but I hate being "beaten" , and having to resort to faking it like that.

Here's a picture of it of how it's suppose to be, to show you what I'm doing;

http://www.freewebs.com/zdoomconversionz/example.png


Mr. J




Kali-FORnia...? :)
That wad looks bad ass. A little jealous. I only have a few custom patches and they were just modified from the regular ones.

I could be wrong about the normal, but it's been doing it to me a lot lately, and the only way I can think of is the ways I mentioned.

Kali-FORnia is a phonetical spelling of how our governor, the terminator himself, says it. :P
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Mr. J
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The Govinator

Post by Mr. J »

Here's a link to the game file, but it's only %20 done, so don't expect much.

http://www.sendspace.com/file/rjf94t

I'm a great artist when it comes to textures and sprites, but gameplay and stuff like that fall short.(SOB!)

Still, if you want a good laugh, try ALL my (unfinished) mods;

Dr Doom Z
http://mods.moddb.com/3400/doctor-doom-z/

GOBLIN Zdoom
http://mods.moddb.com/3431/goblin-zdoom/

And, Half Life Zdoom
http://mods.moddb.com/8485/half-life-zdoom/

...I'm no enjay, or lilwhitemouse...But I get along. :)


Mr. J (Jeremy)






....Is it just me, or does Arnold sound like Dracula?

"...Velcome to my home. I am...the Govinator. Ha ha ha!
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Enjay
 
 
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Re: The Govinator

Post by Enjay »

Classic Doom Guy wrote:1. Make one of the joining sectors have a different floor or ceiling height.
You're quite right, it is normal behaviour - since doom.exe - (unless you are using an "opengl" port like GZdoom which can't do it even if you want it to). It has been used over the years for many special effects. However, height difference isn't the only way to clip the texture at the floor/ceiling. I often use light value differences. A difference of 1 unit is enough to make the 2 sectors different and thereby clip the texture. A 1 unit light value difference will never be spotted by the player, but the engine "sees" it and clips the texture. The advantage of doing it by mapping methods rather than the MAPINFO method is that you can have some clip and some not clip in the same level. Depends what you want I guess.
Mr. J wrote:...I'm no enjay...
:shock: You say that like it's a bad thing. One of him in the world is probably one too many. :lol: I can't check your level from here (work) ATM, but I will. :)
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..A bad thing

Post by Mr. J »

No, I didn't mean it that way, believe me.

I just picked the best DOOMers I could think of.
...the name dropper that I am.

And, yes, the 2 sectors have different light values. I never would have thought of that.
Thank you.

I'm a guru..But, your a GOD!

Truly. No B.S.

Jeremy
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Post by Classic Doom Guy »

One of these days, I too will be a god.

I'm cooking up a nice little map right now that I never thought I'd actually be able to do.

Let's just hope it hasn't been done before, done better, or is old news.

I'll post it when it's done. It's about 75% right now. It needs some scripts that I can't figure out yet, and a new sky.
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Mr. J
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Post by Mr. J »

I wish I could help you...But scripting isn't my strong point.

What kind of sky are we talking about? A texture, or a skybox?

I might be able to help you with that.
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Post by HotWax »

Enjay wrote:The advantage of doing it by mapping methods rather than the MAPINFO method is that you can have some clip and some not clip in the same level.
There's actually a third solution that doesn't require mapping tricks, can be used on a 2-sided line within a sector (rather than a dividing line), and doesn't involve a global MAPINFO flag.

[wiki]Line_SetIdentification[/wiki] takes a flag field with some miscellaneous line settings. The two pertinent ones here are:

8: clip mid textures to floor and ceiling.
16: wrap mid textures so that they fill the entire height between floor and ceiling.

8 will cause the texture to clip properly without having to be a borderline between two different sectors and without a MAPINFO flag. However, it will stop drawing at the top/bottom of the texture.

16 will do the same as 8 but will guarantee that the space between the floor and ceiling will be filled entirely by repeating the texture if necessary. To my knowledge, this is the only way to get a 2-sided line's normal texture to tile properly.

And yes, this issue has existed since Doom.exe. The engine treats two identical neighboring sectors as the same for the purpose of rendering, leading to this phenomenon.
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Post by Mr. J »

Wow...You learn somthin' new every day!

I tend to skip ahead when I'm teaching myself things, to get to the goal quicker, but there's a lot of stuff I miss by doing that.

I'm trading a quick victory for a sure footing, as the saying goes.

Thanks, everyone.

...That's a cool t-shirt, hotwax. You look just like Link from the Legend of Zelda!
South park style.
He he.

Jeremy
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Post by Enjay »

HotWax wrote: [wiki]Line_SetIdentification[/wiki]
Aha! yes, I forgot those abilities had been added to line type 121. What's more, on quoting your message I discovered the wiki tags. :D
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