Karnizero Posted February 8, 2009 I made a RSKY1 texture for a new map im doing, for Boom. The issue is that i want the texture to be "scaled" to fill the whole sky, but Boom makes the texture to be "repeated" to fill the whole sky. For example, the sky has a planet, but when running the map under PrBoom+, i got 5, planets, instead one. Is it any way to scale or change this? Note: I cant use Dehacked, BEX or similar. Thanks in advance. 0 Share this post Link to post
myk Posted February 8, 2009 Boom won't do any scaling for you. Scale it up in a graphics editing application (GIMP, Paint Shop, &c). 0 Share this post Link to post
Enjay Posted February 8, 2009 Karnizero said:5 That's unusual. Are you sure that it wasn't 4? If you make your sky texture 1024 units wide, it will never be repeated. The sky will wrap around fully. A 256 wide sky is repeated 4 times and a 512 wide one twice. When making a 1024 wide sky, most people usually make 4 256 wide patches and stitch them together in the TEXTURE1 lump. 0 Share this post Link to post
Karnizero Posted February 8, 2009 Enjay said:That's unusual. Are you sure that it wasn't 4? Well, that was an example. Enjay said:If you make your sky texture 1024 units wide, it will never be repeated. The sky will wrap around fully. A 256 wide sky is repeated 4 times and a 512 wide one twice. When making a 1024 wide sky, most people usually make 4 256 wide patches and stitch them together in the TEXTURE1 lump. Ok, thank, that was exactly what i wanted to know ;-P 0 Share this post Link to post
andrewj Posted February 9, 2009 Note that RSKY1 is just the patch, the image for the sky texture (in a lump called RSKY1). You need to create a new SKY1 texture (entry in the TEXTURE1 lump) which is where the true width and height are. Textures are made up of one or more patches. 0 Share this post Link to post
printz Posted February 9, 2009 Enjay said:When making a 1024 wide sky, most people usually make 4 256 wide patches and stitch them together in the TEXTURE1 lump. Most people? I remember it's mandatory to split 'em in four patches. When I created a monopatch 1024 sky texture, it was cut off at every 256 interval. Edit: Could this technique of placing common-width patches in line be used to allow tiling of odd textures like 96-wide? 0 Share this post Link to post
kristus Posted February 9, 2009 depends on what port you use. Legacy requires it to be split up for instance. But Zdoom doesn't. 0 Share this post Link to post
andrewj Posted February 10, 2009 I think I know why Vanilla/Chocolate require 4 patches for 1024-wide skies. It uses 16-bit integers to keep offsets into the patch lumps, but a 1024x128 patch is over 128K, so the offsets don't fit into 16 bits. printz said Could this technique of placing common-width patches in line be used to allow tiling of odd textures like 96-wide? No. 0 Share this post Link to post
EarthQuake Posted February 10, 2009 printz said:Could this technique of placing common-width patches in line be used to allow tiling of odd textures like 96-wide? No because the texture width needs to be a power of 2. The dimensions of a patch have no bearing on anything, really. 0 Share this post Link to post