Zom-B Posted August 24, 2011 I have some custom textures composed of existing DOOM2 patches, and one of the textures has a patch that starts at an Y coordinate less than 0. When I load it in PrBoom or PrBoom+, the patches with y<0 gets displayed as if they were saved with y=0. It displays fine in ZDoom. I checked the TEXTURE1 lump manually and there are no errors there. Does anyone know what is going on, if it is a PrBoom bug and if there is a workaround (other than cropping the patch and saving it in my wad)? This was my first try: What I saved: What I see: Second try. What I saved: What I see: As an experiment, I used a patch shorter than the texture height. In this case the texture just gets clipped at the 4th row after being displayed at y=0. What I saved: What I see: 0 Share this post Link to post
Memfis Posted August 24, 2011 Before talking about Prboom's "bugs", compare its behaviour with doom2.exe 0 Share this post Link to post
Gez Posted August 24, 2011 Are you placing that texture on the middle part of a two-sided linedef? Your description reminds me of this. 0 Share this post Link to post
RjY Posted August 24, 2011 Zom-B said: I have some custom textures composed of existing DOOM2 patches, and one of the textures has a patch that starts at an Y coordinate less than 0. When I load it in PrBoom or PrBoom+, the patches with y<0 gets displayed as if they were saved with y=0. It displays fine in ZDoom.This thing again :-) Patches with negative y-offsets don't work in Doom. PrBoom intentionally emulates this for compatibility (it breaks several IWAD textures if you don't emulate it—ZDoom special-cases them) I wrote a long post about it once: http://www.doomworld.com/vb/post/627938Gez said:Are you placing that texture on the middle part of a two-sided linedef? Your description reminds me of this. Interesting, seems related but new 0 Share this post Link to post
Zom-B Posted August 24, 2011 No, just lower sidedef. I didn't know this wasn't possible in DOOM. Thanks for the info. 0 Share this post Link to post