Macro11_1 Posted August 29, 2007 Hi all there again, here with another editing question. In Boom format for Doombuilder, I am trying to create a scrolling wall with line-type 255. It reads in Doombuilder "Scroll wall using Sidedef offsets", and in the Tutorials posted on DoomWorld @ this link http://www.doomworld.com/tutorials/boom3.php It says the same thing, yet with more words. Heres what I am doing, I give the line the type 255, and set its Texture 's X offset to 128. Nothing happens. Am I doing anything wrong, or can some one give me a step by step way to do this? I really hope some one can help me with this. If you want me to post an example, just ask. P.S. This map is for boom, but I am testing in zdoom, And no, I cannot change it since it is for a public project with the requirement of the map being boom compatible. 0 Share this post Link to post
entryway Posted August 29, 2007 Macro11_1 said:If you want me to post an example, just ask. http://www.doomworld.com/idgames/index.php?id=9461 Linedef 244 Macro11_1 said:Heres what I am doing, I give the line the type 255, and set its Texture 's X offset to 128. Nothing happens. Maybe length of your line is 128 and uncapped framerate (interpolation between frames) is switched off 0 Share this post Link to post
andrewj Posted August 29, 2007 Macro11_1 said:Heres what I am doing, I give the line the type 255, and set its Texture 's X offset to 128. 128 would be extremely fast, try just 1 instead, and test it with PrBoom. 0 Share this post Link to post
Macro11_1 Posted August 31, 2007 Thanks Adjapted, that helped :) I just probably had it set out of its range. 0 Share this post Link to post
doom2day Posted September 1, 2007 Ajapted said:128 would be extremely fast, try just 1 instead, and test it with PrBoom. Like moving 128 pixels every tic! 35 in a second :P 0 Share this post Link to post
esselfortium Posted September 1, 2007 doom2day said:Like moving 128 pixels every tic! 35 in a second :P Yeah. The reason why 128 looked like it wasn't working was because it was moving 128 units per tic, and most Doom textures are either 64 or 128 units wide, so it'd look like it was staying completely still. 0 Share this post Link to post