Doom Builder 2 Middle texture

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!

Moderator: GZDoom Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
chikokevo
Posts: 83
Joined: Tue May 31, 2016 9:42 am

Doom Builder 2 Middle texture

Post by chikokevo »

Hello! So in my doom builder 2, lets say I have this sector with thinner hall attached to it.. Now if I want to add a textures on the top and the bottom of the entry point into the hall from the big sector, i would add the textures on the red (no tx) areas, top and bottom. Now when I add the TX to the top, the middle texture also adds to it. And its not infinite texture, meaning that I can just scroll it up and it wont be there anymore..

I may have set something up incorrectly...

Would it be easier to show that via pictures?
User avatar
Kappes Buur
 
 
Posts: 4141
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Re: Doom Builder 2 Middle texture

Post by Kappes Buur »

chikokevo wrote: Thu Oct 27, 2022 6:12 pm Hello! So in my doom builder 2, lets say I have this sector with thinner hall attached to it.. Now if I want to add a textures on the top and the bottom of the entry point into the hall from the big sector, i would add the textures on the red (no tx) areas, top and bottom. Now when I add the TX to the top, the middle texture also adds to it. And its not infinite texture, meaning that I can just scroll it up and it wont be there anymore..
Did you set up your hallway like this?
Spoiler:
Spoiler:
chikokevo wrote: Thu Oct 27, 2022 6:12 pm I may have set something up incorrectly...
Going by your descriptive text, most likely :)
Attaching a texture to either upper or lower sidedef does not also attach a texture as a middle texture.
Spoiler:
chikokevo wrote: Thu Oct 27, 2022 6:12 pm Would it be easier to show that via pictures?
Always, but better still would be a map showing the trouble area.

Return to “Mapping”