I need transparent pixels in Doom flats to create 3D "glass box" sectors.
I was able to "remap" the patch and have it show transparency as a texture, but I cannot get XWE to load transparent flats.
How do I do this?
Transparency in Doom Flats?
Moderator: Graf Zahl
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It's still worth pointing out that in GZDoom you can use any doom-format (sometimes known as "PIC" and stored as columns) graphic where a flat would be expected. Any TX_START/TX_END texture of the right size can be used; not sure about loose graphics or old-skool multi-patch textures (i.e., via the TEXTUREn lumps) - probably says so somewhere in the Wiki.
Some editors, notably DoomBuilder, have support for this, too.
Some editors, notably DoomBuilder, have support for this, too.
- Graf Zahl
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A texture is a texture is a texture. You can freely mix everything, except 'loose' graphics. They lack a decent means to be recognized so they are not supported. However,
- multipatch textures
- flats
- TX textures
- hirestex textures
- patches defined in PNAMES
- sprites
can be freely used on every wall and flat - even in ZDoom. GZDoom's only extension to the texture manager is true color handling for GL.
- multipatch textures
- flats
- TX textures
- hirestex textures
- patches defined in PNAMES
- sprites
can be freely used on every wall and flat - even in ZDoom. GZDoom's only extension to the texture manager is true color handling for GL.
- Gez
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Really? I've tried to have a two-sided linedefs with POSS1A for its middle texture, both front and back, and it simply displayed the cyan & white checkerboard of unknown textures.Graf Zahl wrote:- sprites
can be freely used on every wall and flat - even in ZDoom. GZDoom's only extension to the texture manager is true color handling for GL.
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