SonicIce Posted September 5, 2010 the pic was a regular 320x200 bitmap in doom palette. the problem happens in zdoom, gzdoom, and skulltag. 0 Share this post Link to post
Kappes Buur Posted September 6, 2010 Try as I may - bigger than 320x200 - smaller than 320x200 - non-power-of-2 - bmp - png - zdoom, gzdoom, skulltag it always comes out properly rendered. So it's not the port engine. That leaves three possibilities: 1. your game installation. 2. the image itself, although I cannot see how. 3. your videocard. 0 Share this post Link to post
EarthQuake Posted September 6, 2010 This certainly doesn't help you any, but for being in the Doom palette, that interpic is amazing. I do have an idea though: does the INTERPIC lump fall between any lump markers? Could MAPINFO have any bearing in this problem? 0 Share this post Link to post
Creaphis Posted September 6, 2010 I kind of like it this way. It reminds me of how my computer's desktop looked fifteen years ago. 0 Share this post Link to post
Graf Zahl Posted September 6, 2010 EarthQuake said:I do have an idea though: does the INTERPIC lump fall between any lump markers? That would be it. If an in-game texture is used for the interpic it's supposed to be tiled (like Heretic's flat background.) Put it outside any map markers and it should behave as expected. 0 Share this post Link to post
SonicIce Posted September 7, 2010 thanks for the replies. do you mean move it out from between PP markers? that didn't work. i moved it to the beginning and end of the list in xwe and still didn't work. 0 Share this post Link to post
40oz Posted September 8, 2010 If you were using XWE, it probably added it to the PNAMES and TEXTURE1 lump. Could that pose a problem too? Also I was unaware of the ability to apply textures to an intermission pic. However I don't find it particularly very useful. 0 Share this post Link to post
SonicIce Posted September 8, 2010 ok there i tried it again and it worked. thanks :D 0 Share this post Link to post
Graf Zahl Posted September 8, 2010 40oz said:Also I was unaware of the ability to apply textures to an intermission pic. However I don't find it particularly very useful. You may not but since for flats it's a Heretic feature some rules have to be defined where tiling starts and fullscreen ends. Saying it tiles for in-game textures seemed like the most logical choice. 0 Share this post Link to post
The_MártonJános Posted September 12, 2010 Kappes Buur said:- smaller than 320x200 I suppose this one is the most likely explanation. 0 Share this post Link to post