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

Posted: Thu Feb 09, 2006 2:27
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.

Posted: Thu Feb 09, 2006 9:48
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.

Posted: Thu Feb 09, 2006 18:06
by Nash
Dude, DoomBuilder's missing texture is glaring red really brightly.

You can't miss it. =p

Posted: Thu Feb 09, 2006 18:41
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.

Posted: Thu Feb 09, 2006 21:08
by jaquboss
quake's r_clear ( filling with color to kill homs ) would be nice and hopefuly simple solution

Posted: Sat Feb 18, 2006 2:22
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)

Posted: Sat Feb 18, 2006 10:05
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.