I see now that he meant as applied to 2S, but that's not the way I interpreted

Nor do I. If you really need a 2S line to appear tiled, you can always copy the flat to a patch and make a texture out of it to the height you need. This allows you to do it either way, rather than being stuck with all your 2S lines tiling.Enjay wrote:Even on the middle of 2S lines?randomlag wrote:FLATs should tile vertically, otherwise there will be way too many other problems to worry about.
I certainly agree that they should tile on 1S lines and lower/upper sidedefs, but not tiling/repeating on the middle of 2S lines is standard for regular textures. I seen no reason why flats should behave differently to traditional textures when being used as textures.
You gotta read all the posts before you carry on, otherwise you are continuing a needless track.HotWax wrote:[Nor do I. If you really need a 2S line to appear tiled, you can always copy the flat to a patch and make a texture out of it to the height you need. This allows you to do it either way, rather than being stuck with all your 2S lines tiling.
To clarify, we are talking about high-res FLATS, not stock ones. Is this from actual testing or misinterpreting?Cyb wrote:flats used as textures are converted to textures, thus they behave exactly as textures (64x64 textures).
I can see why you did this (it's already there and easy to do), but not very useful (and in addition confusing ...).randy wrote:The scaling of flats is done during the loading process. If you have a 128x128 flat, then it's going to be scaled to 64x64 no matter where you use it.
randomlag wrote:I can see why you did this (it's already there and easy to do), but not very useful (and in addition confusing ...).randy wrote:The scaling of flats is done during the loading process. If you have a 128x128 flat, then it's going to be scaled to 64x64 no matter where you use it.
That's true, but it is equally true that if someone wants the hi res flat to appear as 128x128 (or whatever) on a wall, they can convert to a texture to achieve that too.If someone wants 64x64, they can easily convert to a texture.
That's exactly what I said and for exactly the opposite reasonEnjay wrote:That's true, but it is equally true that if someone wants the hi res flat to appear as 128x128 (or whatever) on a wall, they can convert to a texture to achieve that too.
randomlag wrote:That's exactly what I said and for exactly the opposite reasonEnjay wrote:That's true, but it is equally true that if someone wants the hi res flat to appear as 128x128 (or whatever) on a wall, they can convert to a texture to achieve that too.![]()
The bit about replacing FLATS so they always stay 64x64 is not cogent. Ignoring the assumption that a person used them on floors and walls (contrived argument) all you have to do is make sure the new FLAT is the same size for god's sake. All this is in the realm of USER control (since they don't exist unless the user created them). If a person is really going for hi-res walls, then FLATS are not the way to go anyway - too little control right now.
Even if the original argument were true, it's trivial to just replace the wall (or floor) names with a search/replace and use new names. One has to think of ALL the editing options available.
Besides that, I don't agree at all with always 64x64 hi-res FLAT default on floor to begin with. If that made sense then the textures used on the floor should be 64x64 too spinning a similar argument - what if I replace the floor (real) texture with a FLAT?
Just think some more about the editing argument you and Graf presented in the actual context of making a level. There is no problem the level designer is presented with that isn't instantly solvable. He/she is the one making all the graphics.
The issue is probably driven by an earlier decision I also don't agree with: that hi-res FLATS (on floors) default to 64x64 since all that does is make is MORE work to get them to stretch out to the actual size desired - one big reason people like them (not just for better resolution). This illustrates the reverse logic used by others, LEGACY did it just the opposite, so certainly it's not a technical issue.
Because of the other changes with the textures on floors this is now not difficult AND it makes it more consistent in how a person starting out would tend to think it would work - despite the arguments. It really depends on what side you start from, what you assume and what is more important doesn't it![]()
If you really want to allow for flexibilty, then FLATs need to have more control at level loading time. This addresses both types of opinions.
I suppose that's really the critical thing. I'm used to all flats being 64x64 even if they are actually a bigger graphic, so I'd expect them still to be 64x64 if I used them on a wall. That's my personal starting point, and it colours my opinion and preference. I'm not sure what I would expect them to do if I were coming at this for the first time, but if someone were to tell me they expected flats to be their original (unscaled) size when used on a wall, I'd happily believe them and understand why they expected that.randomlag wrote:It really depends on what side you start from, what you assume and what is more important doesn't it