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What's wrong with this camera texture?
Posted: Fri Apr 28, 2006 3:24
by Agent ME
I've tried refreshing my memory by making a small test map, which as of now, and I put a camera texture in, but its cut off short for some reason and I was wondering if anyone could figure out what I did wrong?
(Note: This is in the zip file format which I've found I've liked, and the CAMERA1 texture is saved as a PNG, which I'm not sure if either will affect anything)
Posted: Sun Apr 30, 2006 15:36
by NeoHippo
I don't know what you mean by cut off, all I get is a missing texture screen.
But anyways, you defined CAMERA1 in the script but it was missing in the pwad, ie:
TX_START
CAMERA1
TX_END
Also missing is the ANIMDEFS. Once you put those in, it works fine.
By the way, for a testwad that switch is in a terrible spot

Posted: Mon May 01, 2006 0:09
by Agent ME
I was using the ZIP wad mode - you're not supposed to unzip it and use that wad alone unless to edit it - you're supposed to load the zip like a wad to gzdoom. The texture is in there, in the textures folder where the documentation thread says it should be.
This problem only seems to happen when I'm at a resolution lower than 1024x768. Wtf? At 1024x768 the texture is perfect, but at lower resolutions it seems to be offset off the wall. Here's a pic of what I see in 640x480 resolution:
Bug with Gzdoom?
BTW - the switch does seem to be in a bad spot - but then I didn't want to put it at the lift, otherwise when someone wanted the lift to go down, it'd go on top of them and screw up (how do we make a 3d floor squish someone??).
PS: On the front page it said DRD Team is working on commercial games - is it the
whole team doing that, or are there still people left to work with GZDooM and all?
PPS: A long time ago I tried to make a wad that printed a camera texture to the screen, and while it worked in Zdoom, it didn't show up in GZdoom. Has that been fixed?
Posted: Mon May 01, 2006 0:47
by Graf Zahl
For technical reasons camera textures cannot be larger than the screen. If they are the thing you experienced is exactly what happens.
I'm sorry but that is not easily fixable.
Posted: Mon May 01, 2006 2:02
by Agent ME
Wait - the texture is 640x480 (scaled to 160x120) and I have a problem at 800x600 - ?
Not that it matters much, I'm just going to use 1024x768 for now, but still curious.
Also - anything the last thing in my post (Cam texture printed to screen) ? I just realized I should test that myself with the current version but I am out of time now (/stupid lazy self)
Posted: Mon May 01, 2006 8:52
by Graf Zahl
You are most likely having problems because you need textures that are a power of two. That'd mean your texture really is 1024x512 - and that is indeed to large for everything below 1024x768.