Doom Marine Posted November 22, 2009 I'm wondering about the current PrBoom-Plus-2.5.0.5's texture and patch's dimensional constraints. Some stuff I found through experience with past PrBooms: 1. Mid-textures with "transparent" in them (e.g. rails, stargate, lasers) cannot be greater than 256 units in the Y-dimension without looking all funky. Why is this? 2. I've attempted to create a texture that is 4096x256 using same sized patch, it didn't work. The next step that worked for me was 2048x256 patch ---> 2048x256 texture. Explanation behind the constraint? 3. As far as I can recall, PrBoom's will display textures properly all the way up to 504 units in the Y-dimension. Why not 512 units? Or am I wrong? Explanation? 0 Share this post Link to post
entryway Posted November 22, 2009 PrBoom-Plus and zdoom support any sizes for patches (tall patches) Eternal uses 2048px in height transparent middles for map06 @ epic.wad Try to use DeePsea for creation 504 (should be 509 = 0xFE (max offset) + 0xFF (max length)) is a limit of standard doom format 2.5.0.2 @ 2008-May-09 [+] Support for DeePsea's tall patch method: Now it's possible to use patches of any height. 0 Share this post Link to post
entryway Posted November 22, 2009 Example of tall patches in wad http://prboom-plus.sourceforge.net/tall_patches.zip Works fine with pr(gl)boom-plus, (g)zdoom, vavoom and risen3d Does not work with pr(gl)boom, edge, eternity and DoomBuilder1/2 0 Share this post Link to post
Csonicgo Posted November 23, 2009 entryway said:Try to use DeePsea for creation There's gotta be a way to do it other than using that horrible program. 1 Share this post Link to post
esselfortium Posted November 23, 2009 Is the tall patch format documented or explained in an easily-digestible way anywhere? I've been trying to get Quasar or SoM to add support for it in Eternity, but Quas doesn't seem to understand exactly how it works and I know nothing about it at all... 0 Share this post Link to post
Quasar Posted November 24, 2009 esselfortium said:Is the tall patch format documented or explained in an easily-digestible way anywhere? I've been trying to get Quasar or SoM to add support for it in Eternity, but Quas doesn't seem to understand exactly how it works and I know nothing about it at all... Basically until somebody points me to the actual code differences between texture drawing in BOOM and texture drawing in ports that support these mutant "tall patches," they're not gonna happen in EE :) 0 Share this post Link to post
entryway Posted November 24, 2009 It's easy to support while (oldColumn->topdelta != 0xff) { // support for DeePsea's true tall patches if (oldColumn->topdelta <= top) top += oldColumn->topdelta; else top = oldColumn->topdelta; // set up the post's data patch->posts[numPostsUsedSoFar].topdelta = top;http://pastebin.com/m591b225f They are not mutant :), they use relative offset instead of absolute 0 Share this post Link to post
SoM Posted March 26, 2010 entryway said:http://pastebin.com/m591b225f They are not mutant :), they use relative offset instead of absolute unknown pastebin id :( 0 Share this post Link to post
entryway Posted March 26, 2010 SoM said:unknown pastebin id :( You do not need it. Code above explains all you need. Full diff for prboom-plus: http://pastebin.com/ZX10t8ch 0 Share this post Link to post