made 3d floor, graphics are distorted

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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cokeman118
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Joined: Mon Oct 09, 2006 13:39

made 3d floor, graphics are distorted

Post by cokeman118 »

I tried making a 3d floor in Doom Builder for GZDoom, and when I run the game to test it, all of the wall graphics are all distorted. If I make a regular map they seem to be fine. Also, if I change the sector lighting brightness, the in game brightness isn't really effected, however the color of the wall textures change. Does anyone have any idea what Im doing wrong if anything? I followed the zdoom wiki on how to make 3d floors. Check out my wad and let me know what I'm doing wrong. Any help I would appreciate.

I was looking at the "Type" tag for the lindedef I made for the 3d floor, and according to the WIKI "0" is for Vavoom style 3d floor, however if I set it to "1" being a solid 3d floor, the floor dissapears. Still stumped...
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wildweasel
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Post by wildweasel »

If you set the 3D floor arg to 1 (for a solid 3D floor), you'll also have to set the "translucency" bit - if you want it to be completely solid, 255 is the highest it'll go (can't see through it at all).
cokeman118
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Post by cokeman118 »

cool, thanks for the reply. I was wondering about the translucency bit, but didn't actually experiment with it. I figured a "0" would be solid, and higher would make it more translucent. I guess that would explain why when I changed the 3d floor arg to 1, the platform dissapeared. Thanks again!
cokeman118
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Post by cokeman118 »

oK, I tried it again, both with new flats and new textures, and they both show up in the Doom Builder 3D mode editing. However when I run the game to test it out, the graphics look like a checkerboard pattern, both on the walls and the floor. It is as if the textures are missing or something. I am still lost on this one....anyone have any ideas?
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Graf Zahl
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Post by Graf Zahl »

This means the textures are missing. Are you sure you loaded them?
cokeman118
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Post by cokeman118 »

alright, I tried loading GZdoom from the CMD prompt and adding the WAD files manually, and that did it...I just figured since I used them in Doom Builder, that it would load them when I ran the game to test it. Apparently it doesn't. Thanks for the help guys!
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Nash
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Post by Nash »

If you specified any additional texture resources with DoomBuilder (press F2), you can get DB to run your WAD with those textures by adding "%A" to your run parameters.

Press F5, go to the "Testing" tab and check your run parameters.
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Post by Ultraviolet »

I decided to get back into Doom mapping a bit ago, and I had the usual noob trouble -- start with a test sector -- whoops, need more than one sector. Whoops, crash, no player 1 start. Whoops, no textures. Whoops, no lighting. Whoops, tagged the transfer sector rather than the affected and wondered what was going on...

Anyway, one problem I had with testing in DB seemed to be some kind of working directory thing. I had a relative IWAD path in my GZDoom INI, and that caused trouble whenever I would load a PWAD -- it would change the working directory and then an IWAD couldn't be found. Then, when I would instruct DB to test a level in GZDoom, it would load up in complete darkness (not even sector lighting, though I had set it flat at 64 and decided to use dynamic lights), but the weapon sprite would be affected by my dynamic lights as I'd run around.

What I ended up doing was just drag-and-dropping my wad onto GZDoom.exe. You can do that along with whatever additional resources you need instead of worrying about the command line, and it's pretty easy. Just make sure you have an absolute path to your IWAD in your INI.
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