Scaling sidedef texture in gzdoombuilder svn r2164.
Moderator: Graf Zahl
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Scaling sidedef texture in gzdoombuilder svn r2164.
I dont see that in gzdoombuilder but when im in game i see that. it attached to the ground but some textures it go's down a little bit.
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- this is just a little round texture with a bit of scaling.
- bug doom2.png (455.4 KiB) Viewed 894 times
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- Sidedef middel texture, a independent line. not attached to other lines that makes a sector.
- bug gzdoom.png (412.9 KiB) Viewed 895 times
- Graf Zahl
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.
I can't debug a screenshot. Either post a demo map or this gets closed uninvestigated.
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.
Ok here i made a demo. format is gzdoom: doom in UDMF format. it occurs in any gzdoombuilder i think. i tested also with version 1.14, no svn build. and i tested some things and i realise that everytime when you make a sidedef like that, regardless floor height, it gets the same height under the texture. doesn't matter if i change floor/ceiling height afterwards or change the sidedef middle offset.Graf Zahl wrote:I can't debug a screenshot. Either post a demo map or this gets closed uninvestigated.
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- Bug.wad
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- NeoHippo
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.
At first I thought that it was impossible for the engine to draw something like this, but then I tried with ZDoom.
And lo and behold ZDoom rendered it just as GZDoom Builder did.

In doomexpert's example it is just a standalone linedef.
I did a separate example with a reset sector and the same thing happens

http://www.mediafire.com/download/z8ae5 ... G2-U-L.wad
And lo and behold ZDoom rendered it just as GZDoom Builder did.

In doomexpert's example it is just a standalone linedef.
I did a separate example with a reset sector and the same thing happens

http://www.mediafire.com/download/z8ae5 ... G2-U-L.wad
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.
so it is not a zdoom bug but a gzdoom bug? the question is ofcource, how to fix that vertical bug. its like gzdoom stretch the texture because it clamps and wont let go some vertical coordinators maybe. separate values for horizontal and vertical.NeoHippo wrote:
In doomexpert's example it is just a standalone linedef.
I did a separate example with a reset sector and the same thing happens
its a vertical bug. the length of the texture keeps vertical the same for me. happens horizontaly in Neohippo demo also.
So i re-upload your demo and made the same thing like Neohippo did. only mine is different, maybe i got a newer gzdoombuilder snv and a different gzdoom version. my bug does only appear vertical. the vertical edge texture line is not defining the height of the vertical scale size.
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- uOFFSETTING3.wad
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- Graf Zahl
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.
What happens here is that texture clamping and sidedef coordinate clamping don't match if UDMF scaling is used, the code was written when this feature didn't exist. It only can handle scaling in the texture object itself right now.
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.
Thanks for the info.
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Re: Scaling sidedef texture in gzdoombuilder svn r2164.
thanks for the info.
- Graf Zahl
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