Discussion split off from the documentation thread

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Moderator: Graf Zahl

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Agent ME
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Post by Agent ME »

Enjay wrote:Probably worth sticking this here to keep everything centralised:
Graf Zahl wrote:...the HIRESTEX lump is finally functional.

Its syntax is very simple:

To replace an original texture, sprite or graphic use:

Code: Select all

remap texturename hireslumpname
And to define a new hires texture use:

Code: Select all

define lumpname scaledwidth scaledheight
Also worth mentioning - Hires texture lumps should not be placed between TX markers.
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?
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Post by SlayeR »

Both, really :P
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Agent ME
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Post by Agent ME »

SlayeR wrote:Both, really :P
Then where do you place hi-res textures? I've always been clueless on the whole TEXTURE lump thing DooM has, and the only way I've ever gotten around with new textures was the TX_ markers (or textures folder in zip system).
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Post by SlayeR »

Anywhere in the wad, as long as it isn't between any 'regular' markers (TX_, P_, S_, etc)
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NeoHippo
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doomdef for MEGA Sphere

Post by NeoHippo »

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:

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 } 
}
under ITEMS

It is just a copy of the Blue Sphere with properly assigned colour and frame.
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NeoHippo
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Post by NeoHippo »

Silver Sonic wrote:Hey....my GZDoom config won't show me the reflective floors....what's going on?
You probably will be admonished for posting this in DOCUMENTATION. :P

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";
	}
Edit:
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.
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Graf Zahl
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Post by Graf Zahl »

I have split off all non-documentation post from the documentation thread. In the future such posts will be deleted without warning. If you have a question please post in the general forum.
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BlazingPhoenix
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Post by BlazingPhoenix »

That ModelDefs tutorial really helps, I didn't know there was a scale option...:o.
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