[fixed] hi-res txt alignments?
Posted: Thu Oct 05, 2006 16:48
btw, with GZDoom 1.0.21/20/19 the hi-res-texture alignments
are handled differently to previous versions. If you have a
128x128 texture lump and a HIRESTEX-lump:
define PNG128 64 64
And if you have a sidedef with "x/y-alignment=32" (for example),
the texture in GZDoom starts now from the point 32 of that original
128x128 texture lump, meaning that it's the point 16 of the scaled
hi-res texture in this case.
With 1.0.18 the texture started from point 32 of the final hi-res
texture. Is this a new feature to fine-tune texture positions or
will this get fixed back? (What should be done with wad projects?)
Also it looks like MD3s crash with 1.0.21 although they worked
fine yet with 1.0.20, -19 and -18... (PCX/PNG textures, but they
should work fine?) Did something changed there?
are handled differently to previous versions. If you have a
128x128 texture lump and a HIRESTEX-lump:
define PNG128 64 64
And if you have a sidedef with "x/y-alignment=32" (for example),
the texture in GZDoom starts now from the point 32 of that original
128x128 texture lump, meaning that it's the point 16 of the scaled
hi-res texture in this case.
With 1.0.18 the texture started from point 32 of the final hi-res
texture. Is this a new feature to fine-tune texture positions or
will this get fixed back? (What should be done with wad projects?)
Also it looks like MD3s crash with 1.0.21 although they worked
fine yet with 1.0.20, -19 and -18... (PCX/PNG textures, but they
should work fine?) Did something changed there?