When you say the hires texture lumps shouldn't be in TX markers, you mean that the actual HIRESTEX lump shouldn't be there, or the hi-res textures shouldn't be there?Enjay wrote:Probably worth sticking this here to keep everything centralised:
Also worth mentioning - Hires texture lumps should not be placed between TX markers.Graf Zahl wrote:...the HIRESTEX lump is finally functional.
Its syntax is very simple:
To replace an original texture, sprite or graphic use:
And to define a new hires texture use:Code: Select all
remap texturename hireslumpname
Code: Select all
define lumpname scaledwidth scaledheight
Discussion split off from the documentation thread
Moderator: Graf Zahl
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doomdef for MEGA Sphere
update for lights.wad
I just found out that the dynamic light definition for the megasphere is missing.
Using XWE or Deepsea, you can update lights.wad with this:
under ITEMS
It is just a copy of the Blue Sphere with properly assigned colour and frame.
I just found out that the dynamic light definition for the megasphere is missing.
Using XWE or Deepsea, you can update lights.wad with this:
Code: Select all
// *********************** Mega Sphere (White Sphere)
pulselight ITEM_MEGASPHERE
{
color 1.0 0.9 0.9
size 40
secondarySize 42
interval 2.0
offset 0 12 0
}
object MegaSphere
{
frame MEGA { light ITEM_MEGASPHERE }
}
It is just a copy of the Blue Sphere with properly assigned colour and frame.
TAtL, tU, aE
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You probably will be admonished for posting this in DOCUMENTATION.Silver Sonic wrote:Hey....my GZDoom config won't show me the reflective floors....what's going on?

I just noticed that you posted on another Forum about this in regards to DoomBuilder.
Why don't you just open GZDoom.cfg, with Notepad or something like it, and insert the 159 special youself?
Like so, in the linedef section:
Code: Select all
159
{
title = "H Sector Reflection";
arg1 = "Sector Tag";
arg2 = "Floor";
arg3 = "Ceiling";
}
I tried it out myself and something odd is going on. When special 159 is attached to a linedef,
the reflection does not happen. But when the special is initiated via a script, it works great.
And, as Graf said, use it sparingly. Your fps is going to take a nosedive.
TAtL, tU, aE
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