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Clippy

Will us8ng a 256x256 wall texture cause issue in limit removing map for crispy etc?

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srry it's 128 max for height (256 will work horizontally tho)

if you need more height you can always use the Icon of Sin method with teensy tiny sliver sectors :)

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@thelamp thanks bud but I'm not going for pure vanilla here 

 

@plums thanks bud should work in all limit removing ports eh? Wolf dsda so doom nuggets etc?

 

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Just now, Clippy said:

 

@plums thanks bud should work in all limit removing ports eh? Wolf dsda so doom nuggets etc?

 

yep, anything that's not super old or just a hacked doom2.exe should be fine

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11 minutes ago, plums said:

yep, anything that's not super old or just a hacked doom2.exe should be fine

Thanks so much 🍗

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2 hours ago, thelamp said:

srry it's 128 max for height (256 will work horizontally tho)

if you need more height you can always use the Icon of Sin method with teensy tiny sliver sectors :)

or, if you don't want a visible/traversable sliver, a 0 tall border sector with 128 tall lower and upper textures can also work in some cases

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I believe that length doesn't matter at all (I think there's Vanilla textures longer than 256), but that height must be a multiple of 128 - the vertical tiling logic, unlike the horizontal logic, only works on multiples of that, so 128, 256, 384, etc. will work but not 192, for example. Anything more or less can cause tutti-fruti effect on anything that shows more of the wall than the texture itself covers until it reaches the next multiple of 128. If you put up a short texture like, say, STEP2, on a wall that's taller than 8 high, that's why you'll get 8 pixels of actual texture and 120 pixels of tutti-fruti, until it hits 128, and then it will tile again.

 

Though this also would only apply to Vanilla and/or source ports that try to closely replicate it (i.e; Chocolate Doom). Most source ports fix this.

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24 minutes ago, Dark Pulse said:

I believe that length doesn't matter at all (I think there's Vanilla textures longer than 256), but that height must be a multiple of 128 - the vertical tiling logic, unlike the horizontal logic, only works on multiples of that, so 128, 256, 384, etc. will work but not 192, for example. Anything more or less can cause tutti-fruti effect on anything that shows more of the wall than the texture itself covers until it reaches the next multiple of 128. If you put up a short texture like, say, STEP2, on a wall that's taller than 8 high, that's why you'll get 8 pixels of actual texture and 120 pixels of tutti-fruti, until it hits 128, and then it will tile again.

 

Though this also would only apply to Vanilla and/or source ports that try to closely replicate it (i.e; Chocolate Doom). Most source ports fix this.

 

No, in vanilla/choco vertical tiling only works with exactly 128px

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8 hours ago, magicsofa said:

No, in vanilla/choco vertical tiling only works with exactly 128px

You sure about that? If a texture is 256 tall, 256 is still a multiple of 128, so I think it'd still tile.

 

I could be wrong on that of course, but I know for a fact textures that are more or less than 128 will show tutti-fruti on a wall that's not the height of the texture or less. If it's 64 tall, you're fine from 1-64. 65-128, you have tutti-fruiti. 129, the texture begins tiling again. If it were, say, 192 tall, it'd be fine up to there, tutti-fruti from 193-256, and then tile again at 257.

 

Or at least, that's how I think it works. If I'm wrong, so be it. :P

Edited by Dark Pulse

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btw 256x256 texture was huge success crispy and other limit removing ports - exciting I have a new weapon in my aresenol 

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