flats/tex

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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cccp_leha
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flats/tex

Post by cccp_leha »

Are interchangable flats/textures available in 47? Doesn't seem so, although when I set a wall texture to flat14 in WA, I get some wierd derivative of ashwall2.
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Nanami
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Post by Nanami »

Only in 47i. If you specify a texture that's not found in ZDoom, it displays ASHWALL. Just like if you specify a flat that's not found, it displays the blue and white tile.
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cccp_leha
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Post by cccp_leha »

Nanami wrote:... Just like if you specify a flat that's not found, it displays the blue and white tile.
I got that; it's kinda hard to miss :) But why ashwall2?
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Nanami
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Post by Nanami »

No telling. Ask Randy.

Possibly because it's the first texture, isn't it? (Besides AASHITTY anyway)
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cccp_leha
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Post by cccp_leha »

Perhaps "shitty" was meant to be a flat... but id thought it was a shitty (hahaha) idea and stuck it into the tex's. And being the fact that ashwall2 is the first 64x128 tex...enough speculation.
Cyb
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Post by Cyb »

aashitty isn't displayed for whatever reason if you try and use it as a texture, I believe it's used for the sky texture in maps 33 - 35 (or whatever doom2.exe goes up to) and aastinky (aashitty's older brother in doom1) is used as the sky in episode 5 for doom.exe

(in case you didn't know the original engines actually support a couple extra maps than are included with the games, most likely for development reasons, but you can name a map E5Mx and doom.exe will run it, though you have to warp to it from the command line. likewise with MAP33 in doom2.exe, though the upper map limit escapes me)
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Graf Zahl
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Post by Graf Zahl »

Cyb wrote:aashitty isn't displayed for whatever reason if you try and use it as a texture, I believe it's used for the sky texture in maps 33 - 35 (or whatever doom2.exe goes up to) and aastinky (aashitty's older brother in doom1) is used as the sky in episode 5 for doom.exe

(in case you didn't know the original engines actually support a couple extra maps than are included with the games, most likely for development reasons, but you can name a map E5Mx and doom.exe will run it, though you have to warp to it from the command line. likewise with MAP33 in doom2.exe, though the upper map limit escapes me)

AASHITTY is just a placeholder to take index 0 in the texture list. (which means 'no texture') So AASHITTY (or AASTINKY in Doom 1) is the same as '-'!
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Nanami
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Post by Nanami »

What Graf said. It's a placeholder. The first texture will always display HOM, because it's the same as -

We figured this out while working on ZooM because we kept working with the textures and the first one would always display HOM.
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cccp_leha
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Post by cccp_leha »

Damn spooky.
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Post by Cyb »

ahh, good to know
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bimshwel
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Post by bimshwel »

It's useful if you want to leave off upper or lower textures but your editor (the dck in this case) keeps assigning them.
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Sphagne
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Post by Sphagne »

I placed a texture named ABADNAME in my texture pack which repeated the word "BAD" in blue, much better than that ashwall2, because it would not be mistaken for an actual level texture.

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