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tigers claw

follow up to the question about aligning floor and ceiling textures

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Line up your sectors with the 64x64 grid lines. That's the only way you can do it for vanilla Doom. ZDoom has flat alignment, but I haven't looked into how it's done, so I'll leave any explanations of that to someone with more expertise.

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Draconio said:

Line up your sectors with the 64x64 grid lines. That's the only way you can do it for vanilla Doom. ZDoom has flat alignment, but I haven't looked into how it's done, so I'll leave any explanations of that to someone with more expertise.


It's achieved by ACS scripting.

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Or line types. [edit]Dammit, EarthQuake beat me :) [/edit]

Anyway, here they are, or all the ones I can think of ATM. Some are quite tricky to use. The easiest method (as has been said) is to make sure your map aligns with the grid and only use these for sectors where that simply isn't possible.

http://www.zdoom.org/wiki/index.php?title=Line_AlignFloor

http://www.zdoom.org/wiki/index.php?title=Line_AlignCeiling

http://www.zdoom.org/wiki/index.php?title=Sector_SetRotation

http://www.zdoom.org/wiki/index.php?title=Sector_SetCeilingPanning

http://www.zdoom.org/wiki/index.php?title=Sector_SetFloorPanning

http://www.zdoom.org/wiki/index.php?title=Sector_SetCeilingScale

http://www.zdoom.org/wiki/index.php?title=Sector_SetFloorScale

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There is also the last resort of using corrective flats, in case you don't want to lose compatibility.

Just make flats that appear aligned when they are not actually aligned to the 64x64 grid. Export the flat in mind, copy and paste it around, then stick it between a FF_START and F_END marker as a Doom Flat (XWE has an option to convert to this). It might take you a while, however, to get it to look right in your map, but in the end, that could be your best alternative.

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