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Posted: Wed May 03, 2006 1:21
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:
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?
Posted: Wed May 03, 2006 5:32
by SlayeR
Both, really

Posted: Thu May 04, 2006 2:58
by Agent ME
SlayeR wrote:Both, really

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).
Posted: Thu May 04, 2006 8:18
by SlayeR
Anywhere in the wad, as long as it isn't between any 'regular' markers (TX_, P_, S_, etc)
doomdef for MEGA Sphere
Posted: Sun May 07, 2006 23:06
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.
Posted: Sun May 07, 2006 23:08
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.
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.
Posted: Tue May 16, 2006 11:17
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.
Posted: Tue May 16, 2006 21:50
by BlazingPhoenix
That ModelDefs tutorial really helps, I didn't know there was a scale option...

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