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TileTexture(lineid)
Posted: Tue Apr 18, 2006 15:31
by Cutmanmike
... So i'll suggest it here.
Since it's impossible to tile textures on the middle texture, why not have this little feature? Simply put, it'll just wrap/tile the middle texture like it would on any regular wall.
Posted: Tue Apr 18, 2006 15:51
by Graf Zahl
The problem with this is the 'just'... It's not that simple with the software renderer. You can't just tell it to tile the texture because it isn't programmed to do that.
Posted: Wed Apr 19, 2006 9:41
by Cutmanmike
And the GL renderer?
Posted: Wed Apr 19, 2006 9:51
by Graf Zahl
No problem but I won't implement it just there.
Posted: Wed Apr 19, 2006 14:02
by Cutmanmike
Hmm.. So is this a [no] or a [yes] or a [Wait till 2015 when randy has finished doing whatever]?
Posted: Wed Apr 19, 2006 14:27
by Graf Zahl
I'd say it's a strong 'maybe'!

Posted: Thu Apr 27, 2006 23:56
by Tormentor667
This is one of the most important features that I am waiting for since I have started to work with ZDoom. It was always a pain in the arse when I had to place lines over lines to make it look good or at last lines 1pixel next to other lines with different offsets! I don't want to hack anymore in TNT4

Posted: Fri Apr 28, 2006 0:01
by chopkinsca
Might a 3d floor work in some cases? Wouldn't work everywhere, but would be better than not having it at all.
Posted: Fri Apr 28, 2006 0:40
by Enjay
chopkinsca wrote:Might a 3d floor work in some cases?
Yeah, I was just thinking that myself. Can't try it ATM, but a lot of the time, I'm pretty sure that would work.
Posted: Fri Apr 28, 2006 0:57
by Tormentor667
3D Floor? Well... what if the tiled texture has invisible party like grids and stuff?
Posted: Fri Apr 28, 2006 7:37
by Sir_Alien
Why would that be a problem for 3D floors?
Posted: Fri Apr 28, 2006 9:44
by Cutmanmike
Try putting a grid or fence texture on an ordinary wall.
Posted: Fri Apr 28, 2006 13:38
by Enjay
But 3D floors aren't ordinary walls. Putting a texture with transparent areas on one is fine - even desirable in some cases. They can also be set to have the insides of the "floor" object rendered too.
Posted: Fri Apr 28, 2006 17:38
by chopkinsca
I tried it out and it worked fine.
Posted: Fri Apr 28, 2006 19:58
by Enjay
Well, that's the point proven.
To make it behave even more like a normal impassable wall (ie so you could shoot through it), you could set the 3D floor to be non-solid (type 3) and then make the lines bounding it impassable instead.