What is a "3DMidTex"?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Nash
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What is a "3DMidTex"?

Post by Nash »

Graf Zahl wrote: I will probably add the 3DMidtex stuff (which is really neat) once I figure out how to integrate it but that has to wait until after Randy releases 2.1.0.

BTW, static 3DMidtex textures already work. They were easy enough to support with a handful of code I wrote in less than 15 minutes.
You wrote this on the last page of the "name my port" thread.

What is a 3DMidTex anyway? How do I use it?
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Graf Zahl
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Post by Graf Zahl »

It's an Eternity feature. Basically it means that the mid texture of such a linedef is considered 'solid' so you can walk on it and that it can block your movement.

Eternity has an added feature to connect such textures to a moving sector so you can create lifts out of them without any hassle.

I am still trying to figure out how to handle such movement properly without screwing up the engine's checks. Once that happens I'll add it to ZDoom.
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Post by Nash »

That sounds really cool.
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Post by Vader »

Indeed, no more need for bridge things :)
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Post by Graf Zahl »

But please keep in mind that at the moment it should not be used in Hexen format maps. Although the flag is exposed I intend to move it to another value so if you do your map might break. It all depends whether I manage to get them moving with ZDoom's sector movement code.
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