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DemonusDefunctus

Issue with Hi Res texture import.

Question

In my WAD and I using the DHPT in my texture resources. I export the .png files from the pk3 and edited them in gimp. I do not change the resolutions and/or image sizes. I then created the proper PP_START and PP_END marker and placed my custom textures within them. I am modding for doom2 so I copied the TEXTURE1 and PNAMES from the doom2.wad and placed them in mine. I wish then to NOT replace any other textures so I changed their names(the names were not previously used) then added the to TEXTUREx. I open level editor and placed on of the textures and found that they were too large only a portion of the texture shows on a wall.

 

How did the DHTP manage to utilize the Hi Res pictures? The size is 512x512.

Edited by DemonusDefunctus

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Quote

https://zdoom.org/wiki/Texture

High-resolution textures composed of a single image can be placed between HI_START and HI_END markers if they replace an existing low-resolution texture (no matter how the latter is defined). The engine will automatically scale the hi-res image to the dimension of the original one.

See also: https://zdoom.org/wiki/HI_START

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25 minutes ago, DemonusDefunctus said:

Now I have an alignment issue.

If you've a TEXTURES lump check out the WorldPanning option from: 

https://zdoom.org/wiki/TEXTURES

 

If you're using the scale x/y fields in the TEXTURE1 lump Slade offers a World Panning tic box too. (No idea how the flag system in XWE actually works.)

 

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3 minutes ago, dl_simc said:

If you've a TEXTURES lump check out the WorldPanning option from: 

https://zdoom.org/wiki/TEXTURES

 

If you're using the scale x/y fields in the TEXTURE1 lump Slade offers a World Panning tic box too. (No idea how the flag system in XWE actually works.)

 

Can this help me with tall textures as well? I have a texture which is twice as tall as its width.

 

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