Page 1 of 2
Posted: Fri Mar 03, 2006 0:21
by BlazingPhoenix
We need some documentation on the ModelDefs lump......
Posted: Fri Apr 07, 2006 14:45
by ellmo
I have a question about ZIP handling. Where do I put text lumps like ANIMDEFS HIRESTEX and such?
...and another question: does GZDoom have any problem with warping and scaling *.PNG textures, or is it just me?
Posted: Fri Apr 07, 2006 14:59
by Graf Zahl
You put such lumps in the main directory. The only reason I allow the specific 4 subdirectories in the global namespace is to allow any user to group resources properly. Anything you put in there is fully interchangeable in the global namespace (i.e. putting a graphic into sounds/ is the same as putting it into /graphics.
Posted: Fri Apr 07, 2006 15:20
by ellmo
Okay, I think I got it working.
But one thing still bothers me. Can High-Quality textures be warped?
I have:
ANIMDEFS:
HIRESTEX:
Posted: Fri Apr 07, 2006 15:55
by Graf Zahl
Unfortunately not, unless you use shaders. Warping a 256x256 texture is utterly prohibitive in terms of performance as it takes approx 8 ms to warp the texture and 2 more ms to upload it to the graphics card. Every map that attempted this suffered from severe performance problems. As a result I have disabled software warping for hires replacements altogether.
Posted: Fri Apr 07, 2006 16:50
by ellmo
Oh... so that's the case. Any texture above 64x64 won't warp?
Then I'll have to reduce their size... or fina another way around. Thanks GZ.
Posted: Fri Apr 07, 2006 17:10
by Graf Zahl
128x128 is no problem. The only textures that don't warp at all are hires replacements. Large normal textures do warp but you won't be happy with the performance.
Posted: Fri Apr 07, 2006 17:34
by ellmo
Well, call me an idiot. But still nothing. Still getting those sexy pink flats when I use ANIMDEFS... There are absolutely no hi-texture replacements. Just 128x128 Flats. And even if their size is a problem - I've tried with 64x64. Does the same.
Posted: Fri Apr 07, 2006 18:05
by Graf Zahl
You can't warp true color textures. They are always treated like hires replacements. Make them 8 bit and they should work. Furthermore, there seems to be a bug in the code that should detect such textures when trying to warp them.
Posted: Fri Apr 07, 2006 22:24
by ellmo
NOW I understand.
Too bad I had to change my liquid flats to 8bit BMPs; thanks to RTC's palette I managed to keep most of their beauty.
Posted: Fri Apr 07, 2006 22:54
by Enjay
You can warp 8 bit pngs in their own palette too. No need to force them into a different palette.
Posted: Mon Apr 10, 2006 14:22
by Cutmanmike
I know this offtopic stuff is getting off the scale here but why was
A_DualPainAttack added? To me it seems too... specific. I know the doom64 pain elemental had a two way lost soul attack but... I dunno... it seems odd for something like that to actually get added.

Posted: Mon Apr 10, 2006 15:05
by Enjay
I think Justin had it in for his own mod, for which he built a custom exe. He submitted the code to Graf and it was included. It seems kind of legit to me seeing as how it emulates a Doom derivative monster's attack and the effect had been coded anyway, so why not?
Posted: Mon Apr 10, 2006 16:10
by Graf Zahl
It was a 30 second copy&paste operation so I didn't bother about the specific-ness.
Posted: Mon Apr 10, 2006 20:36
by Cutmanmike
Does this mean the old alpha doom bfg could be added too? (Unless of course it's already in and someone hasn't stated it on the wiki)