NoWits Posted July 19, 2009 In lots of source ports, if you're making non-power-of-two textures, there will always be some bloody annoyance of it repeating prematurely. It drives me NUTS! Here is a work around to fix that: 1) Make the texture 128 by 128 (or whatever power of 2 it is closest to). 2) For doors, realign the patches so they are at the bottom. 3) Add a dummy texture (I used 128x128 of red for this sample) in the background to avoid tutti-frutti. 4) Play the level with your supreme texture fix! Note: You may want to use a different texture because I found that the red can cause red outlines around your textures. I recommend something that compliments the actual textures, like SHAWN2 or something GRAY for the above texture. 0 Share this post Link to post
CodeImp Posted July 19, 2009 Sorry to bring this to you, but this is nothing new. Many games (if not all) with hardware accelerated rendering (not only Doom) do this if they need non-power-of-2 textures. It is good that you figured this out by yourself though! This gives you insight in how things work and you did practice finding solutions to common problems. 0 Share this post Link to post
arrrgh Posted July 19, 2009 You know, that door would look really cool if it was used with polyobjects to make a sliding-apart door. 0 Share this post Link to post
NoWits Posted July 19, 2009 I wouldn't think that this is new, but I just wanted to show noobs. :P And yeah, that door would be awesome with polyobjects. 0 Share this post Link to post