JagDogger2525 Posted December 4, 2016 Hey all, I am trying to make a mod where it has a maze in one part and uses the bars/grate (MIDGRATE) texture but when I test it via [G]ZDoom/Zandronum, the texture goes through the floor/ceiling. I have the map in ZDoom (Doom in Hexen Format) config. How would I get the texture to not go through the floor/ceiling? 0 Share this post Link to post
Doomkid Posted December 4, 2016 One solution is to set the light value to be 1 unit different on either side of the fence (if one sector has a light of 192, bump the other up to 193 for example). Another solution is to create a MAPINFO lump and use the 'clipmidtextures' flag. https://zdoom.org/wiki/MAPINFO/Map_definition - Search this page for 'clipmidtextures'. Hope this helps! 0 Share this post Link to post
Nevander Posted December 4, 2016 In UDMF, you can check a linedef flag to clip it on the spot, you can also make a short middle texture wrap, or repeat itself vertically, so you don't have to make a whole new texture that's tall enough. The more I use UDMF, the more I realize I was missing out. 0 Share this post Link to post
JagDogger2525 Posted December 4, 2016 It's for a Doom 2 map and has a music script change already integrated into it. I never used ZDoom (Doom in Hexen Format) before last week, so I do not know what to actually do. I used the base Doom or Doom 2 format(s) since starting modding maps. Using Doom Builder 2 and Slade 3 (prefer DB2 for maps, I know Slade 3 does maps yet I have been using DB2 for years). 0 Share this post Link to post
JagDogger2525 Posted December 4, 2016 Doomkid said:One solution is to set the light value to be 1 unit different on either side of the fence (if one sector has a light of 192, bump the other up to 193 for example). Another solution is to create a MAPINFO lump and use the 'clipmidtextures' flag. https://zdoom.org/wiki/MAPINFO/Map_definition - Search this page for 'clipmidtextures'. Hope this helps! Nevermind - I tried this and worked. Thank you so much 0 Share this post Link to post