TileTexture(lineid)

Moderator: Graf Zahl

User avatar
Cutmanmike
Posts: 482
Joined: Sat Sep 03, 2005 23:34

TileTexture(lineid)

Post by Cutmanmike »

... So i'll suggest it here.

Since it's impossible to tile textures on the middle texture, why not have this little feature? Simply put, it'll just wrap/tile the middle texture like it would on any regular wall.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

The problem with this is the 'just'... It's not that simple with the software renderer. You can't just tell it to tile the texture because it isn't programmed to do that.
User avatar
Cutmanmike
Posts: 482
Joined: Sat Sep 03, 2005 23:34

Post by Cutmanmike »

And the GL renderer?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

No problem but I won't implement it just there.
User avatar
Cutmanmike
Posts: 482
Joined: Sat Sep 03, 2005 23:34

Post by Cutmanmike »

Hmm.. So is this a [no] or a [yes] or a [Wait till 2015 when randy has finished doing whatever]?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

I'd say it's a strong 'maybe'! :P
User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

Post by Tormentor667 »

This is one of the most important features that I am waiting for since I have started to work with ZDoom. It was always a pain in the arse when I had to place lines over lines to make it look good or at last lines 1pixel next to other lines with different offsets! I don't want to hack anymore in TNT4 :(
User avatar
chopkinsca
Posts: 183
Joined: Thu Dec 29, 2005 8:09

Post by chopkinsca »

Might a 3d floor work in some cases? Wouldn't work everywhere, but would be better than not having it at all.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

chopkinsca wrote:Might a 3d floor work in some cases?
Yeah, I was just thinking that myself. Can't try it ATM, but a lot of the time, I'm pretty sure that would work.
User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

Post by Tormentor667 »

3D Floor? Well... what if the tiled texture has invisible party like grids and stuff?
User avatar
Sir_Alien
Posts: 80
Joined: Tue Sep 13, 2005 8:23
Location: Sydney, Australia
Contact:

Post by Sir_Alien »

Why would that be a problem for 3D floors?
User avatar
Cutmanmike
Posts: 482
Joined: Sat Sep 03, 2005 23:34

Post by Cutmanmike »

Try putting a grid or fence texture on an ordinary wall.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

But 3D floors aren't ordinary walls. Putting a texture with transparent areas on one is fine - even desirable in some cases. They can also be set to have the insides of the "floor" object rendered too.
User avatar
chopkinsca
Posts: 183
Joined: Thu Dec 29, 2005 8:09

Post by chopkinsca »

I tried it out and it worked fine.
Attachments
test3d.zip
(901 Bytes) Downloaded 164 times
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Well, that's the point proven. :)

To make it behave even more like a normal impassable wall (ie so you could shoot through it), you could set the 3D floor to be non-solid (type 3) and then make the lines bounding it impassable instead.
Locked

Return to “Closed Feature Suggestions”