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Pechudin

PrBoom+ translucent midtexture bleeds into floor and NPOT textures

Question

    So, I've got a problem. In making a new map, I tried using some custom textures (from NEIS). If I test the map in GZDooM, everything is fine but if I test it in PrBooM+ (the map is in BooM format), then some textures do not tile well horizontally. I assume this is due to the fact that the texture's width is not a power of 2 (24 in the lower case).

 

Untitled.png.fdbee09d1f15365114a0ec27556eedbc.png

 

    The second problem concerns a translucent (line action 260) FIREBLU midtexture (a portal). As you can see, a part of it bleeds into the floor. Why? As can be expected of GZDooM, this problem is nonexistent in that port.

 

Untitled1.png.127982c45c8d16fb42dce911a66960f9.png

 

    So, how would I go about fixing this? Or is there no recourse, and the problem is intrinsic to the port? Thanks in advance!

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1 hour ago, Pechudin said:

As you can see, a part of it bleeds into the floor. Why?


This tends to happen with midtextures that are taller than the sector they're in if both sides have the same flats/lighting value. Try changing the light level of just one of the sectors touching the line (front or back, it doesn't matter) by 1 so the engine realises they're different sectors and splits them; therefore culling the midtexture as desired.

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2 hours ago, Pechudin said:

I assume this is due to the fact that the texture's width is not a power of 2 (24 in the lower case).

You are correct. The most common way I've seen to deal with this is to make the texture a really large power-of-two length, like 2048px or more, and just repeat the patch to fill up the whole texture. It won't repeat properly but you just need to make sure you don't go past the non-repeating part, by breaking up long walls and resetting offsets etc.

 

The other solution is just to tell people to use a GL port, it should work fine in GLBoom+.

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6 hours ago, plums said:

You are correct. The most common way I've seen to deal with this is to make the texture a really large power-of-two length, like 2048px or more, and just repeat the patch to fill up the whole texture. It won't repeat properly but you just need to make sure you don't go past the non-repeating part, by breaking up long walls and resetting offsets etc.

 

The other solution is just to tell people to use a GL port, it should work fine in GLBoom+.

 

    Tile it, so eventually 2**n = 24k, for some natural k and n? AFAIK there is no such pair of numbers. I think I'll try cropping the texture until its width is a power of 2 (never played around with that, so that should be a new experience).

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7 hours ago, Pechudin said:

Tile it, so eventually 2**n = 24k, for some natural k and n? AFAIK there is no such pair of numbers

No I meant tile it to fill a long power of two, so for example with a 24px wide patch tiled in a 2048px texture it will repeat 85 and a bit times. Then you just make sure that you never have walls long enough that the "remainder" gets shown.

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18 minutes ago, plums said:

No I meant tile it to fill a long power of two, so for example with a 24px wide patch tiled in a 2048px texture it will repeat 85 and a bit times. Then you just make sure that you never have walls long enough that the "remainder" gets shown.

 

Ah, I get it now. I think I am going to go for a combination of two methods, tiling and then cropping (for example tile it three times and then crop 4px on each side to get 64 wide texture).

 

Also sorry I cannot mark both your and @Jayextee's answer as best at the same time.

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