HIRESTEX lmp and scaling ...

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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that_guy
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HIRESTEX lmp and scaling ...

Post by that_guy »

Ok I'm using version 1.0.02 trying to take a true color 256x256 .png graphic and scale it to 128x128 ingame. Graphic was imported into wad as raw data using XWE and is between HI_START and HI_END markers. Graphics name is A_STRD01.

Here's my HIRESTEX entry:
define a_strd01 128 128

Problem is when I put this on a linedef in DoomBuilder the texture shows up and looks fine ingame except it's not scaled. Is there a problem with this feature or am I doing something wrong ... :cry:
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Graf Zahl
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Post by Graf Zahl »

If you define a texture with HIRESTEX you must not put it between HI_START/END or any other namespace markers. HI_START/END is used for automatically replacing existing textures with hires versions.
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that_guy
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Post by that_guy »

That was it ... works perfectly now ... thx
*hugs graf* :lol:
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Alter
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Post by Alter »

Speaking od hires lump it's possible to place in map 128x128 or bigger flat?
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Shinjanji
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Post by Shinjanji »

You don't even need to use flats. Any image resource in the WAD can be placed on any wall, floor, or ceiling. Just try sticking BLITB0 (center piece of the blue striplight) on a wall, or BBRNA0 (Romero head sprite) on a floor.
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