Bugged Texture?

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r3v3n93
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Bugged Texture?

Post by r3v3n93 »





As you can see, I put a button on ZZWOLF9, and I stuck it on the wall. However, the button texture is at fixed offset.
Even if I align the texture here and there. The funniest thing is that this bug only happens on this texture. the texture's name is SWWOLF0. Any help?
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Kappes Buur
 
 
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Re: Bugged Texture?

Post by Kappes Buur »

I don't know how or what you did to get this result.

I made a new texture with the combination of WOLF9 and the head from RW26_2
in editor
Spoiler:
in game
Spoiler:
which works for me, unless I misunderstood your post.
r3v3n93
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Joined: Tue Jun 09, 2020 7:16 am
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Re: Bugged Texture?

Post by r3v3n93 »

Kappes Buur wrote:I don't know how or what you did to get this result.

I made a new texture with the combination of WOLF9 and the head from RW26_2
in editor
Spoiler:
in game
Spoiler:
which works for me, unless I misunderstood your post.
interesting. I have another texture which I merged the button too, and that works like normal.
Also, I tried deleting and re-adding the texture, but it doesn't work either.
All I did is combining SW4S0 and ZZWOLF9 with an image editing program.
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Enjay
 
 
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Re: Bugged Texture?

Post by Enjay »

If you can upload the problem files, it will be a lot easier for people to check.
r3v3n93
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Re: Bugged Texture?

Post by r3v3n93 »

Enjay wrote:If you can upload the problem files, it will be a lot easier for people to check.

https://drive.google.com/file/d/1aE01FT ... sp=sharing

There we go. I deleted most of the assets and codes not to spoil my project, so there are some missing textures.
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Enjay
 
 
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Re: Bugged Texture?

Post by Enjay »

OK, I *think* I know what is going on here. You have your texture between F_* markers. That puts them in the flats namespace and GZDoom has special handling for graphics in that namespace that are multiples of 64x64 (it scales them).

Whether that's the exact cause or not, I can't be sure but, certainly, changing F_START and F_END to TX_START and TX_END (texture namespace markers) fixes the problem.



As for why GZDoom and UDB show the texture differently - my guess is that UDB isn't using the special handling and GZDoom is.
r3v3n93
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Graphics Processor: nVidia (Modern GZDoom)
Location: North Korea

Re: Bugged Texture?

Post by r3v3n93 »

Enjay wrote:OK, I *think* I know what is going on here. You have your texture between F_* markers. That puts them in the flats namespace and GZDoom has special handling for graphics in that namespace that are multiples of 64x64 (it scales them).

Whether that's the exact cause or not, I can't be sure but, certainly, changing F_START and F_END to TX_START and TX_END (texture namespace markers) fixes the problem.



As for why GZDoom and UDB show the texture differently - my guess is that UDB isn't using the special handling and GZDoom is.
I think you fixed my problem. Thanks.
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Enjay
 
 
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Re: Bugged Texture?

Post by Enjay »

No problem. :)

Just in case it is something that UDB doesn't support and there is a need/will to add it, I have flagged it up here.

viewtopic.php?f=232&t=66745&p=1207924#p1207924

[edit]
While I was digging into your file I noticed that the problem wall was constructed in a weird way.

Is there a reason that you went for this:
Image

instead of this:
Image

:?:
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