Sloped Textures
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- David Ferstat
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As I see it, just the linedef. No need to define a texture if you are simply going to use it in some areas (unless this would be easier?)guitar man wrote:But... If this were done, would the entire linedef be sloped, or just the texture?
Huh? Not at all. It would still be a normal line. If you wanted to make it walkable, you'd have to give it bridge things and leave it so it's passable to make the player think you can walk on it.As such that if you made it impassible, you would be able to use it as a ramp?
All that this would do is draw each column of the texture with an offset so that a horizontal line drawn across the texture would stay the same distance from the floor at any point along the slope. If you're still confused, see my diagram in the other thread linked to in the first post.
There is no rotation done and no geometry is affected. If this is placed on a solid wall, the wall will still be solid from top to bottom. You can also do what Graf suggested with it and make a railing the slopes with the floor to achieve the effect guitar man is asking for.
There is no rotation done and no geometry is affected. If this is placed on a solid wall, the wall will still be solid from top to bottom. You can also do what Graf suggested with it and make a railing the slopes with the floor to achieve the effect guitar man is asking for.
Re: Sloped Textures
Bumping this to suggest making it as a sidedef property in UDMF instead of some initialization special.
It could possibly also allow for sloping 3D mid textures.
It could possibly also allow for sloping 3D mid textures.
- Graf Zahl
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Re: Sloped Textures
If Randy does it, fine. I have no idea how to implement it in the software renderer.
- cq75
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Re: Sloped Textures
Did you put it in GzDoom?
(I don't remember seeing it, but I might've missed it)
even if it won't work with the software renderer, I'd like to have it in opengl
(I don't remember seeing it, but I might've missed it)
even if it won't work with the software renderer, I'd like to have it in opengl

- cq75
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Re: Sloped Textures
So... is this going to be in GzDoom, even if it's not in zdoom? 
Even if it's restricted to OpenGL mode, it's better than not having it

Even if it's restricted to OpenGL mode, it's better than not having it
Re: Sloped Textures
Instead of? But what about us SLADE2 users who are stuck with the Hexen format?!Gez wrote:Bumping this to suggest making it as a sidedef property in UDMF instead of some initialization special..

Agreed there.cq75 wrote:Even if it's restricted to OpenGL mode, it's better than not having it