Limit on middle textures offsets? Ways to fix?

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real_trisk
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Limit on middle textures offsets? Ways to fix?

Post by real_trisk »

I'm trying to use a middle texture for a fence in a HUGE outdoor area. Even worse, the texture is very high resolution. I've loaded it in using Slade3, and when I put it in the level, to align it to my architecture it has to be offset by -60000, which seems to make the engine barf. When I save and reload, the textures are put at +4000 and are not even visible on the level. What's the limit on this?

I remember way back when I used XWE for making WADs, there was a bit you could set that would align high res textures to normal 64x64 dimensions that Doom uses, but I don't see that option anywhere in Slade3. Is it there somewhere? Can anyone point me to it? That would probably solve my problem, because the texture wouldn't have to be offset by such a massive number to make it line up.

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Re: Limit on middle textures offsets? Ways to fix?

Post by Graf Zahl »

real_trisk wrote:I remember way back when I used XWE for making WADs, there was a bit you could set that would align high res textures to normal 64x64 dimensions that Doom uses,
Ben
That option must be on the texture. Add 'WorldPanning' to the texture definition and it should be alignable in world coordinates.
Why do you need such a large texture? It will eat memory like crazy.
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Re: Limit on middle textures offsets? Ways to fix?

Post by Gez »

So, what's your map format? In Doom and Hexen formats, offsets are stored on a two-byte signed int, meaning that the offset value has to be within the [-32768, 32767] range.

Secondly, if the texture has to have such a huge offset to be visible, then I imagine that most of the image is empty void? Trim it to keep only the actually visible pixels.

Finally, isn't worldpanning something that applies when used on floors and ceilings, and not when used on wall textures?
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Re: Limit on middle textures offsets? Ways to fix?

Post by Graf Zahl »

Gez wrote:Finally, isn't worldpanning something that applies when used on floors and ceilings, and not when used on wall textures?
It applies to offsetting in general.
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Re: Limit on middle textures offsets? Ways to fix?

Post by real_trisk »

Yeah, it's Doom in Hexen format, Gez. But again, I remember in XWE being able to set a bit that would make even a large texture align to the 64x64 grid. I did that a lot in my E2M4 Redux level... actually all the time with high res textures. Can this be done in Slade3? Graf says it's called Worldpanning? I just use the Slade3 texture editor, I don't have a texture.txt file that I use...

Graf, haven't you seen my levels? :) I use tons of very high resolution textures all over the place. They aren't made for 20 year old computers, they're made to push modern ones to the limit. A load of 2MB texture isn't a problem for modern computers with 16GB RAM and 4+ GB VRAM... My current testbed is a 970M, though I'll optimize in the final stage to make versions for older graphics cards. I did that with "The Island..."

Anyway, yes, that WorldPanning thing is what I'm looking for... any idea how to set that in Slade3's texture editor? I'm not using Texture text files is the problem...

The level is massive because it's a huge floating city in the sky. Buildings are floating on islands all over the place, so it needs to be rather large... but without that worldpanning bit set, even an 8000 unit high area makes my panning go beyond 32k...
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Re: Limit on middle textures offsets? Ways to fix?

Post by Arctangent »

From the looks of things, you're going to have to include a TEXTURES lump if you want to utilize worldpanning.
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Re: Limit on middle textures offsets? Ways to fix?

Post by Gez »

real_trisk wrote:Can this be done in Slade3? Graf says it's called Worldpanning? I just use the Slade3 texture editor, I don't have a texture.txt file that I use...
Look at the texture properties.
worldpanning.PNG
worldpanning.PNG (2.61 KiB) Viewed 548 times
Also, not that you need it for this in this case, but SLADE can automatically convert TEXTUREx lumps into a TEXTURES lump.
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Re: Limit on middle textures offsets? Ways to fix?

Post by real_trisk »

Welllll... At least I wasn't being totally dumb, which I would have been if it had been that obvious. I was running Slade 3.0.2, and the worldpanning option didn't exist. I updated to 3.1.1.2 and now I've got the option, so thank you very much, Gez! You are my rescuer once again! ...Marry me? ;b

What really surprises me is that Slade3 3.0.2 from earlier in 2016 DIDN'T have the option there. Seems like a pretty huge oversight on the author's part... And for that matter, it's never been on previous versions of the software either... yet XWE had this option in it way back when I was making E2M4 Redux in... like... the aughts. Lame, but at least it's here when I really need it. Thank you for the help once again!
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Re: Limit on middle textures offsets? Ways to fix?

Post by real_trisk »

Oh good grief! Now that I finally have that working, GZDoom Builder, the newest version, doesn't recognize the world panning bit! Argh! So must I methodically align this by moving it, then running the game, then moving, then running... guhhh. What a waste of time.
Last edited by real_trisk on Wed Jun 15, 2016 7:41 am, edited 1 time in total.
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Re: Limit on middle textures offsets? Ways to fix?

Post by Gez »

You mean GZDoom Builder? Report the issue to MaxED.
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Re: Limit on middle textures offsets? Ways to fix?

Post by real_trisk »

Reported it in the thread. I'm going to install regular Doom Builder 2 and see if it has the same problem... if it doesn't, I can at least use it to align my textures, annoying though that would be.
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Re: Limit on middle textures offsets? Ways to fix?

Post by real_trisk »

Oh great. The bug's in Doom Builder 2 as well. Probably GZDoom Builder inherited it from that. Dang... I'm going to see if Doom Builder 1 will work on Win10... Maybe that will work?

*Edit* Oh bloody heck. It won't load the level. Dang, I'm buggered.
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