Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sign in to follow this  

Boom texture height limit

Recommended Posts

What is it? I thought it was 128, until I noticed some 256 unit tall textures in Deus Vult II...

Share this post

Link to post

255 for "2S" textures - that is, textures which have more than one patch. Due to the apparent difficulty of generating true colums for multipatch textures of greater height than this, Lee Killough's new R_GenerateComposite function assumes any texture taller than this is single patch. Thus you'll find taller ones can still cause the Medusa effect, despite that supposedly being a thing of the past.

Share this post

Link to post

Deus Vult II uses some rather tall textures, but like Quasar said, Boom's texture code can't draw them without some errors. PrBoom's texture code (which seems to handle them with no problems), on the other hand, is evidently completely different.

Share this post

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this