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Amaruq Wulfe

Custom textures appearing improperly in Crispy Doom

Question

I've added in a few custom textures, specifically 48x96 in dimensions. They appear completely fine in Ultimate Doom Builder. This is how they're meant to look (in the editor):

 

image.png?ex=66c0714c&is=66bf1fcc&hm=35e1fac8a3c8d91e4bf4285c2ac10c7f3edb0d3bf20ba97e5c9f9f6820de8861&

 

However, upon loading the map up in Crispy Doom, these textures break and appear like this:

 

image.png?ex=66c07281&is=66bf2101&hm=d98cdc1fd6c18eed58067520bba9f2ab4c72eae3cfbd2e7593a67a393a6c08c7&

 

These textures appear completely fine in other ports such as PrBoom+ and GZDoom. Crispy Doom seems to be the only port that suffers from this problem. It couldn't be the dimensions either, because I've had the same issue with textures having proper 64x128 or 128x128 dimensions before. Any help would be appreciated.

 

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64 and 128 are powers of 2, which is the reason why they display fine. 48 and 96 are not. I don't think the height is the problem, because original Doom had a 72 pixel high Door3, but it could be the width expects textures which are in multiples of a power of 2.

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18 minutes ago, Stabbey said:

64 and 128 are powers of 2, which is the reason why they display fine. 48 and 96 are not. I don't think the height is the problem, because original Doom had a 72 pixel high Door3, but it could be the width expects textures which are in multiples of a power of 2.

 

As I've said in the main post, this seems to occur even with textures with a power of 2 dimensions, like 128x128 and 64x128 etc. 

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Posted (edited)
Quote

it could be the width expects textures which are in multiples of a power of 2

 

Quote

48 [is not a multiple of a power of 2]

 

As in 2^[integer] doesn't get you 48. Someone even told me once to change a texture which was 96 width to 128 width.

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Sorry to barge in, I don't wanna make a new thread. I have a pretty similar issue when it comes to PrBoom(plus), it cuts of textures in a _really_ ugly way. I thought that it supported custom texture sizes and I have so many non 64/128 etc textures that it's not possible to edit them all. I've been wondering should I make my map a "ZBoom" map, basically a Boom map but that requires ZDoom for textures to be shown correctly?

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Stabbey is correct, texture width needs to be a power of two. So numbers like 8, 16, 32, 64, 128, 256, 512 and so on. Height-wise textures can be up to 128 pixels tall, but are not limited to powers of two. Note though that if you have a vertically tiling texture that is not 128 pixels tall, you'll get the Tutti-frutti effect (same happens when using transparent textures on one-sided walls, 128 pixels tall or not).

 

For textures that are power-of-two wide, I'd check the TEXTUREx lump you define them in to make sure everything is correct there (it should be if you didn't manually edit texture dimensions after adding them to the lump). Otherwise I really don't know what the problem could be.

 

If you scrabbled together an example wad with the offending textures and share it here, along with the version of Crispy you're running, that'd go a long way.

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13 hours ago, frustratio said:

PrBoom(plus), it cuts of textures in a _really_ ugly way. I thought that it supported custom texture sizes and I have so many non 64/128 etc textures that it's not possible to edit them all.

 

7 hours ago, Aurelius said:

Stabbey is correct, texture width needs to be a power of two. So numbers like 8, 16, 32, 64, 128, 256, 512 and so on. Height-wise textures can be up to 128 pixels tall, but are not limited to powers of two. Note though that if you have a vertically tiling texture that is not 128 pixels tall, you'll get the Tutti-frutti effect (same happens when using transparent textures on one-sided walls, 128 pixels tall or not).

 

For textures that are power-of-two wide, I'd check the TEXTUREx lump you define them in to make sure everything is correct there (it should be if you didn't manually edit texture dimensions after adding them to the lump). Otherwise I really don't know what the problem could be.

 

The texture width needs to be in power of 2 - but (in a way) the patch image does not need to. With multi patch textures you can have the odd sized patch on top and some larger patch behind it to fill the rule for power of 2 textures. Both the horizontal and vertical tiling can be achieved in "somewhat" nicely.

 

Yeah, everyone insist on using single patch textures. But multi patch textures can offer something here. However this can result to tuttifrutti in vanilla/Chocolate/Doom95 but not in Crispy/PrBoom/Woof/DSDA Doom/Doom + Doom II and above. It's a quality of life fix. One got also remember that using multi patch textures as a midtexture on two sided lines can cause the medusa effect/crash in vanilla. Also the whole texture area must be covered with patches; otherways it'll crash vanilla again.

 

Here's a test wad with a 49 x 35 texture patch and some textures composed from it.

49x35patch.zip
 

Spoiler


fBgty3h.jpg

^Textures from left to right. (PrBoom 2.5.0)

Left: A Single patch texture 49 x 35 as a midtexture on a two sided line.
Middle:  the same texture on a one sided solid wall.

 

Same as Amaruψ's issue in the first post: It shows up fine as a middle texture on a two sided lines, but on solid surfaces the patch gets cropped. In vanilla also the two side line middle texture crumbles.

 

Right: Multipatch texture 64 x 35. There's a Doom2 patch W73A_2 (FIREBLU2) in the background. The 49 x 35 patch is shown completely. On a wide wall the sides of the FIREBLU are visible of course.

 

ZSn2kTK.jpg

^Multi patch texture 512 x 35. (PrBoom 2.5.0)

It's made of 11 identical 49x35 patches placed side by side. The last patch on the right doesn't fit completely to the texture but the texture's width might help to mask it.

 

zTBxA5a.jpg

^Multipatch texture 256 x 140. (Chocolate Doom)
This might be the best it gets in Chocolate/vanilla. It's cropped to 256 x 128 but no tutti-frutti! 8-)


 

 

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