Large Flats

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Boingo the Clown
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Large Flats

Post by Boingo the Clown »

I just came out of a session of checking the compatability between the current version of DeiMWolf, which was made for DooM Legacy. and I found only one major concern.

A feature I have made much use of in DeiMWolf is large flats. These are flats with dimensions greater than 64 x 64. (128 x 128, 256 x 256, 512 x 512, 1024 x 1024)

Apparently GZDooM does not support these larger flats yet, since all of the large flats in my levels had a blue and white checkerboard pattern appearing in their places.

Is it possible that you can implement large flats into GZDooM sometime in the near future?
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Graf Zahl
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Post by Graf Zahl »

The situation is as follows:

If a flat is larger than 64x64 it gets scaled down during rendering (that's because ZDoom is doing it that way.)

If you need larger unscaled flats you can either use wall textures or put the graphic between TX_START/TX_END markers either in Doom patch format or as PNG.

I have no idea why your flats don't work so I have to take a look. The checkerboard means that the texture manager was unable to find a texture with the given name. Can you point me to a place in a level where it happens? I've got a wad dated Oct 1, 2005 and can't find any large flats in there.
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Post by Boingo the Clown »

That might be the problem. There is no TX_START or TX_END used in the Legacy format. I will try inserting these markers, and see what happens.

<<EDIT: I would appreciate it if you download version 0.9.0 at http://www.doomlegends.com/deimwolf/ and take a look through it.

In this version the large flats begin right at the beginning of the wad, with WELLTOP1 being the first, and WFLOORT1 being the last.>>
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Post by Graf Zahl »

The problem is that your WAD doesn't conform to Boom standards. Apparently Legacy can handle such a WAD but any strictly compliant Boom port needs to have any flat between (F)F_START and (F)F_END: Your large flats are outside the marker.

But even then the flats would be scaled down because that is ZDoom's default behavior for large flats.
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Post by Boingo the Clown »

Okay,

I've tried redoing one of the large flats as a texture, and it worked.

Problem solved.

Thanks.
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Post by Graf Zahl »

I'll move this thread to the general forum because I think it's a better place for it.
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