Grimm Posted February 2, 2003 Why is it that some textures glitch out and start spewing random pixels after you've use more than once or twice? For example, the STEP textures, that fire texture with the log thingies, and the small radiation sign. 0 Share this post Link to post
Szymanski Posted February 2, 2003 The step textures wont tile properly on walls greater than 16 in height, so the doom engine draws random rubbish. 0 Share this post Link to post
boris Posted February 2, 2003 Also, this will happen to textures that are not powers of 2. Don't most ports have fixed that by now? 0 Share this post Link to post
Szymanski Posted February 2, 2003 did a little test and it works (automatically tiling all the wall) with zdoom, zdoomgl, edge and prboom but legacy still gives little pink line between each texture. 0 Share this post Link to post
Little Faith Posted February 2, 2003 Anyways it's one of the least disruptive errors you can encounter. 0 Share this post Link to post
Ichor Posted February 2, 2003 Yes, but I'd rather not have any of them around in my maps. 0 Share this post Link to post
Grimm Posted February 2, 2003 So if I were to extend these textures into a power of 2 in Wintex, it wouldn't glitch out? 0 Share this post Link to post
Fredrik Posted February 2, 2003 boris said:Also, this will happen to textures that are not powers of 2. Don't most ports have fixed that by now? All except ZDoom :P 0 Share this post Link to post
Cyrez Posted February 2, 2003 In ZDoom, textures can be up to 254 pixels tall and will properly repeat if they are 1, 2, 4, 8, 16, 32, 64, or 128 pixels tall. These are special cases that were easy to fix. Other heights will still exhibit the "tutti-frutti" effect if they need to repeat. 0 Share this post Link to post
Kid Airbag Posted February 3, 2003 RTDscout said:So if I were to extend these textures into a power of 2 in Wintex, it wouldn't glitch out? You'd have to add another patch, probably, since if you extended a 24 height texture to 32, there'd be 8 units of nothing which Doom would probably display as an even worse case of tutti frutti. 0 Share this post Link to post
Grimm Posted February 3, 2003 Actually, I'd think that'd give you a "column without a patch" error . . . 0 Share this post Link to post
deep Posted February 3, 2003 Cyrez said:In ZDoom, textures can be up to 254 pixels tall and will properly repeat if they are 1, 2, 4, 8, 16, 32, 64, or 128 pixels tall. These are special cases that were easy to fix. Other heights will still exhibit the "tutti-frutti" effect if they need to repeat. ZDOOM can be up to 2048 tall and that includes individual patches. 0 Share this post Link to post