[won't to]Quick idea for a HOM related setting.

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BlackFish
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[won't to]Quick idea for a HOM related setting.

Post by BlackFish »

Have a setting that is "replace hom with blank texture". This would help me make levels without being blinded by HOM and I'll know which places would need texturing. Also, maybe color coding like

Red = floor
green = wall
yellow = 3d object floor
purple = 3d object wall
orange = PolyObject
pink = wall with special.
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Graf Zahl
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Post by Graf Zahl »

Can't be done. In many cases missing textures are done for effect and to recognize these during rendering is often impossible. A texture checker in an editor should do the work for you.
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Nash
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Post by Nash »

Dude, DoomBuilder's missing texture is glaring red really brightly.

You can't miss it. =p
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chopkinsca
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Post by chopkinsca »

The only limit to doombuilder's 3d mode is that it doesn't render slopes.

Adding this feature would ruin all the .wad's that use HOM for special effects. Unless this was added as a debug option. Kind of like in doom 3 with showing visportals or how many lights hit a surface.

But I don't really think this would be necessary or worth the trouble to implement.
jaquboss
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Post by jaquboss »

quake's r_clear ( filling with color to kill homs ) would be nice and hopefuly simple solution
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Shinjanji
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Post by Shinjanji »

jaquboss wrote:quake's r_clear ( filling with color to kill homs ) would be nice and hopefuly simple solution
Agreed. Clearing the screen before redrawing would be much better.

I've noticed varying colors that have been used for r_clear in the past, and I think something bright like magenta or cyan would suffice for some seriously easy hole-spotting. Unfortunately, this will also bring out ALL the "sparkles" caused by mismatched polygons in the GL renderer (HOM hides most of them)
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Post by Graf Zahl »

Guess why I don't do it. It's something I have active in the debug compile but for the release build it isn't really needed. Even though the speed hit is marginal it is still there.
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