Vorpal Posted January 9, 2010 Sorry for making so many threads lately, still trying to get back into the swing of things with Doom, and nearing completion of my first map in nearly a decade so going to have more question-threads I am sure. Anyone have some insight as to why Zdoom renders this fence middle-texture differently (well, not at all) than PrBoom-Plus? http://webpages.charter.net/bgspencer/design/midtext-prboom-plus.jpg http://webpages.charter.net/bgspencer/design/midtext-zdoom.jpg I've noticed this in other wads lately too, where middle-textures are out of whack depending on which port you fire them up in. 0 Share this post Link to post
Ralphis Posted January 9, 2010 Can't answer your question but that shot looks cool! 0 Share this post Link to post
Creaphis Posted January 9, 2010 If you upload the wad and pm me a link to it I'll probably be able to figure it out. Though, I understand if you don't want to share it at all yet. 0 Share this post Link to post
Vorpal Posted January 9, 2010 Yeah I'm keeping under wraps for now, but an example wad where I've seen this happen is Hellcore 2.0 (http://www.doomworld.com/idgames/?id=14651) One part that comes to mind is map04, in the cafeteria is a railing that borders the table area. This is aligned to the ground in zdoom, but rendered in prboom-plus the railing mid-texture is floating in the air. 0 Share this post Link to post
DooMAD Posted January 9, 2010 Might be the same problem I had here: http://www.doomworld.com/vb/showthread.php?&threadid=35563 You just have to edit the texture a bit to fix it. 0 Share this post Link to post
Kappes Buur Posted January 9, 2010 Probably that is the same situation I had in one of my maps. When the mid-texture had offsets 0,0 it was aligned to the top of a linedef. To correct this I simply applied the required y-offset to bring it to the bottom. and the example map http://files.drdteam.org/index.php/files/get/06OrxqKSnx/t-o-001.7z 0 Share this post Link to post
Enjay Posted January 9, 2010 Kappes Buur said:To correct this I simply applied the required y-offset to bring it to the bottom. You can usually do that by setting the lower unpegged flag. That makes the texture start off sitting on the floor. No need to mess with offsets unless you want to do something else too. 0 Share this post Link to post
Kappes Buur Posted January 10, 2010 Enjay said:You can usually do that by setting the lower unpegged flag. That makes the texture start off sitting on the floor. No need to mess with offsets unless you want to do something else too. OHH, hell's bells. That should have been the first thing for me to try, and it never even occurred to me. Enjay, thanks for the heads-up. 0 Share this post Link to post
Vorpal Posted January 10, 2010 Both engines still rendered the textures differently despite pegging/unpegging. Got it to work by changing the original texture as per DooMAD's solution. Hopefully the ghost of adelusion doesn't smite me from beyond... 0 Share this post Link to post
Fusion Posted March 3, 2010 Oh so the texture was offset incorrectly in the wad file? Btw, how's the map coming? :D 0 Share this post Link to post
esselfortium Posted March 3, 2010 Fusion said:Oh so the texture was offset incorrectly in the wad file? Huh? Offsets on the graphic lumps themselves, if that's what you mean, have absolutely no bearing whatsoever on textures or patches. My guess is that the texture is an odd height, and the different ports had incompatible behavior when tiling odd-height textures. 0 Share this post Link to post
Fusion Posted March 8, 2010 Ya when I used to edit, i used wintex and you could offset the patches found inside the wad. From what I remember, these offsets could cause artifacts in game (confetti effect etc) if the texture wasn't aligned at 0,0 and was lesser in height.. such as a 16x16 step texture in a 16x128 patch. I'm not sure if newer engines corrected that bug, but I remember having problems with it in vanilla doom. PS. The fact you noticed it in one of my wads is probably indicative that I have no clue how to fix it ;) 0 Share this post Link to post