
Stretch textures in GZDoom Builder?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Kappes Buur
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- Posts: 4183
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
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Re: Stretch textures in GZDoom Builder?
Use TEXTURES, eg
Adjust the scale(s) accordingly.
Code: Select all
texture comp1, 256, 256
{
XScale 1.0
YScale 1.2
Patch GATE_T2, 0, 0
}
Re: Stretch textures in GZDoom Builder?
In UDMF map format, you can use "Fit Texture" (Ctrl-Alt-A), "Fit Texture's Height" (Alt-Shift-A) and "Fit Texture's Width" (Alt-A) actions in Visual mode.
Re: Stretch textures in GZDoom Builder?
Thank you very much.MaxED wrote:In UDMF map format, you can use "Fit Texture" (Ctrl-Alt-A), "Fit Texture's Height" (Alt-Shift-A) and "Fit Texture's Width" (Alt-A) actions in Visual mode.
EDIT: Well, when I do CTRL-Alt-A in visual mode, the texture does indeed do what it's supposed to. But when I go ingame, it looks like this:

Is there anything extra I have to do?
- Kappes Buur
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Re: Stretch textures in GZDoom Builder?
Those options for fitting a texture slipped by me without noticing.
They weren't even mentioned in the Changelog.
I tested fitting a texture with 'Ctrl-Alt-A' with versions back to r1842.
Works for me ™

They weren't even mentioned in the Changelog.
I tested fitting a texture with 'Ctrl-Alt-A' with versions back to r1842.
Works for me ™

Re: Stretch textures in GZDoom Builder?
Well this is agitating. It absolutely doesn't want to work for me. Is there absolutely anything else to do other than just setting the map to UDMF format and then doing CTRL+ALT+A on the texture?Kappes Buur wrote:Those options for fitting a texture slipped by me without noticing.
They weren't even mentioned in the Changelog.
I tested fitting a texture with 'Ctrl-Alt-A' with versions back to r1842.
Works for me ™
Re: Stretch textures in GZDoom Builder?
Rofl25 wrote:Well this is agitating. It absolutely doesn't want to work for me. Is there absolutely anything else to do other than just setting the map to UDMF format and then doing CTRL+ALT+A on the texture?
UDMF was a requirement, not a suggestion.MaxED wrote:In UDMF map format, you can use "Fit Texture" (Ctrl-Alt-A), "Fit Texture's Height" (Alt-Shift-A) and "Fit Texture's Width" (Alt-A) actions in Visual mode.

Last edited by edward850 on Sat May 17, 2014 12:40 pm, edited 1 time in total.
- Kappes Buur
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- Posts: 4183
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
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Re: Stretch textures in GZDoom Builder?
Oh, I see from your first image that your map is in DOOM:DOOM2 (DOOM format).
As MaxED and edward850 mentioned, for those options to work, your map must be in UDMF(ormat).
Conversion from DOOM format to UDMF(ormat) is easy.
But it is a two step process:
As MaxED and edward850 mentioned, for those options to work, your map must be in UDMF(ormat).
Conversion from DOOM format to UDMF(ormat) is easy.
But it is a two step process:
- 1. Doom format ==> Hexen format
2. Hexen format ==> UDMF(ormat)
Re: Stretch textures in GZDoom Builder?
I know that. I am indeed in UDMF. I tried the CTRL+ALT+A command in a Doom format map, and it didn't work at all, ingame or in the editor. The game configuration i'm using in GZDoom Builder is "GZDoom: Doom (UDMF)" so I don't know why it works in the editor but not ingame.edward850 wrote:UDMF was a requirement, not a suggestion.
EDIT: Just to avoid confusion, I'm going to point out that the second screenshot I posted was in an UDMF format map, while the very first one was the regular Doom format.
EDIT 2: Okay, get this. Now all of a sudden, CTRL+ALT+A doesn't work in the GZDoom: Doom UDMF game config anymore, but it works fine in Zandronum: Doom (UDMF), but still won't display the textures as stretched ingame. I don't understand what's going on anymore. Upgrading from r1952 to r1955 didn't fix the issue.
- Kappes Buur
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Re: Stretch textures in GZDoom Builder?
Here is a simple pwad with a stretched texture on a 512 x 512 wall
http://www.mediafire.com/download/tjsj7 ... tretch.wad
Headsup: While G/ZDoom displayed the stretched texture, Zan1.2 r130826-1853 did not.
Give it a try to see if it displays correctly.
If it doesn't, posting your GZBuilder.log file might help pinpoint the trouble.
http://www.mediafire.com/download/tjsj7 ... tretch.wad
Headsup: While G/ZDoom displayed the stretched texture, Zan1.2 r130826-1853 did not.
Give it a try to see if it displays correctly.
If it doesn't, posting your GZBuilder.log file might help pinpoint the trouble.
Re: Stretch textures in GZDoom Builder?
Kappes Buur wrote:Here is a simple pwad with a stretched texture on a 512 x 512 wall
http://www.mediafire.com/download/tjsj7 ... tretch.wad
Headsup: While G/ZDoom displayed the stretched texture, Zan1.2 r130826-1853 did not.
Give it a try to see if it displays correctly.
If it doesn't, posting your GZBuilder.log file might help pinpoint the trouble.
Didn't work on the same version of Zandronum that you posted, but worked with the latest SVN build of GZDoom.
Just tried stretching a texture in GZDoom builder again in the GZDoom Doom UDMF format, and it still doesn't work. Where can I find the GZBuilder.log file? The only file called GZBuilder I could find was a .cfg file.
EDIT: Ok, Turns out I had it set to GZDoom regular Doom format all along and not UDMF. Tried it in the ACTUAL UDMF format this time and it stretches fine again, but it only displays it like that in GZDoom and not Zandro.
I hope they make it so textures can be displayed as stretched in the next release of Zandronum.
Thank you all very much for your help.