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GoatLord

Random questions about zdoom/gzdoom editing

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The following questions are mostly intended for yes/no responses to make things easier. I'm planning to get into gzdoom editing soon and want to verify a few things.

Can textures be rescaled and/or rotated?
Can flats be realigned?
Is Doom 64 style gradient shading possible?
Are vertically long skies possible?
If you're stacking 3D floors, will that cause overlap issues in the editor, considering it uses a flat XY grid?
Are portals a better alternative to making two floors each containing complex geometry?
Can textures be "overexposed" by using brightness values greater than 255?
Can middle textures be taller than 128 units?
Can transparent textures be used on ceilings like in Doom 64?
Are polyobjects difficult to implement?

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GoatLord said:

The following questions are mostly intended for yes/no responses to make things easier. I'm planning to get into gzdoom editing soon and want to verify a few things.


Can textures be rescaled and/or rotated? ===> Yes in UDMF
Can flats be realigned? ===> Yes in UDMF
Is Doom 64 style gradient shading possible? ===> No
Are vertically long skies possible? ===> Yes; up to 544-pixel tall in software
If you're stacking 3D floors, will that cause overlap issues in the editor, considering it uses a flat XY grid? ===> No; sectors cannot overlap, if you want to have differently shaped platforms at different heights, you'll have to split them according to their shape differences
Are portals a better alternative to making two floors each containing complex geometry? ===> Depends exactly what you want to do; portals might be better for very complex structures; but on the other hand you can't have a smooth and seamless vertical transition
Can textures be "overexposed" by using brightness values greater than 255? ===> No, there is no support for overbrightness, contrarily to Quake
Can middle textures be taller than 128 units? ===> Yes
Can transparent textures be used on ceilings like in Doom 64? ===> Yes; though the transparent parts will become black (unless you use them on a portal boundary)
Are polyobjects difficult to implement? ===> No


Do not hesitate to consult the wiki.

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