Page 1 of 1

Here's the hi-res textures support in gzdoom cfg!

Posted: Sat Sep 16, 2006 6:00
by Alter
Paste this

Code: Select all

        zdoom2
        {
                start = "HI_START";
                end = "HI_END";
        }
under this

Code: Select all

	zdoom1
	{
		start = "TX_START";
		end = "TX_END";
	}
and you have hi-res support now in gzdoom cfg :)

EDIT:Hi-res textures must be defined in hirestex + putted between HI_START and HI_END

Posted: Sat Sep 16, 2006 7:01
by Nash
But DoomBuilder won't scale the textures down, so you aren't really seeing high resolution textures in the editor after all.

Posted: Sat Sep 16, 2006 7:07
by Alter
yeah that sucks badly for editors who use many hi-res textures

Posted: Sat Sep 16, 2006 22:12
by Syfo-Dyas
I don't have a Gzdoom config file, I only have a zdoom ini and it does not have anything like you mentioned in it.

Might this config file be elsewhere?


EDIT: Ohhhhh this is for DOOM Builder....


...so how do I get hi-res to scale correctly? It used to work fine, but now everything displays in there real size.

Posted: Sun Sep 17, 2006 3:50
by Nash
You can't. DoomBuilder will only scale high res textures defined the traditional way (TEXTUREx lump).

It doesn't know anything about HIRESTEX. =/

Posted: Sun Sep 17, 2006 7:07
by Syfo-Dyas
Sorry, I was refering to this topic:

http://forum.drdteam.org/viewtopic.php?t=2202


Back on topic, I wonder how hard it would be for DOOM Builder to support such a feature?

Posted: Mon Sep 18, 2006 1:26
by Nash
I don't think it wouldn't be hard at all.

The fact of the matter now is CodeImp has pretty much lost interest in DoomBuilder so don't expect HIRESTEX supported to be added into DB anytime soon.

I've totally dumped DB and I'm a full-time SLADE user now. ;)

EDIT: Regarding your high res texture problems; it is a known bug in GZDoom 1.0.20 (and in fact the ZDoom 2.1.5 code base) and will be fixed for the next release.

It is annoying yes... I'm suddenly getting massive textures in my maps. I freaked out for a while. =/

Posted: Mon Sep 18, 2006 4:29
by Syfo-Dyas
Slade is a wet dream, but crash happy atm. I can't wait for a better future with it!

In the mean time, I'm willing to deal with DOOM Builders few short comings. I just need to dig up and older version of gzdoom in the mean time.

Posted: Mon Sep 18, 2006 16:41
by SlayeR
XDelusion wrote:Back on topic, I wonder how hard it would be for DOOM Builder to support such a feature?
Due to the way CodeImp handles textures in DB, it isn't possible unless he rewrites all his texture handling stuff. Which I doubt he really wants to do.

Posted: Mon Sep 18, 2006 23:23
by Syfo-Dyas
That's too bad, Slade does not like my low resource system. Every time I try to goto 3D mode, it works REALLY REALLY slow, then it crashes.

I miss those low resource Amiga days. :)

Posted: Mon Sep 25, 2006 16:12
by Jive
Nash wrote:I've totally dumped DB and I'm a full-time SLADE user now. ;)
I am a newbie to Zdoom, trying to come closer and closer to the knowledge which is mine about Doom Legacy.
And about Slade, I must admit that its author (SlayeR ???) don't make that much publicity. His site is out, and the forum is so slow that I'm tired to wait and wait to read... to read pretty nothing apart a small line telling us that something new has been released, without any explanation.
It makes me think that this tool is made for professionnals and surely not for newbies.
Maybe I am wrong?
Thus, it's my feeling about it.

Doom Builder is very well documented and explained and its forum is full of useful informations. It's not the case for Slade.

Can you explain to me why I should try it?

Posted: Tue Sep 26, 2006 7:18
by Nash
Jive wrote: Can you explain to me why I should try it?
SLADE has support for most - if not all - of the modern (G)ZDoom features. 'nuff said.

Oh, and SLADE is also actively being worked on. So that means you get better feedback rom SlayeR.

Regarding lack of documentation... well I don't see what's so difficult about SLADE. The readme on the website explains all of it.

The only reason why people are saying SLADE is "difficult" is because they are so used to the spoon-fed nature of DoomBuilder. In reality, DB and SLADE are no different. If DB was released with nothing but a simple readme file, the learning curve would have been just the same.

It's more of a mentality problem, really. People are expecting to jump into SLADE like as if it was a "better version of DoomBuilder". Reality: it's NOT DoomBuilder. It's an entirely different program. Face it; you're going to have to re-learn some stuff and get used to SLADE's user interface. That was how I approached SLADE. Now I'm VERY comfortable with SLADE. And this is coming from a person who has been using DoomBuilder for many years. I was struggling with learning how to use SLADE the same as how I struggled to learn how to use DoomBuilder. The only difference is that we've got tons of tutorials written by a lot of people walking the user step-by-step and holding their hands on how to use DB. That's why DB is perceptively "easier to use".

In case you haven't caught on on why I love SLADE so much - let me repeat again - support for modern, current (G)ZDoom features. 3-d slopes preview - check. 24-bit textures support - check. HIRESTEX support - check. Recognizes all (G)ZDoom things - check. This is enough reason to at least try and get used to SLADE.

Also, let me post a kick-ass screenshot of something really, I mean, REALLY kick-ass:

Image

Posted: Tue Sep 26, 2006 10:51
by SlayeR
Jive wrote:
Nash wrote:I've totally dumped DB and I'm a full-time SLADE user now. ;)
I am a newbie to Zdoom, trying to come closer and closer to the knowledge which is mine about Doom Legacy.
And about Slade, I must admit that its author (SlayeR ???) don't make that much publicity. His site is out, and the forum is so slow that I'm tired to wait and wait to read... to read pretty nothing apart a small line telling us that something new has been released, without any explanation.
It makes me think that this tool is made for professionnals and surely not for newbies.
Maybe I am wrong?
Thus, it's my feeling about it.

Doom Builder is very well documented and explained and its forum is full of useful informations. It's not the case for Slade.

Can you explain to me why I should try it?
The same could be said about Doom Builder when it first started. The only reason it took off so quickly is because it was the only editor at the time that was for windows, worked nicely, and was free. Plus it was the first editor with a fully-functional 3d editing mode, which was a huge bonus. I've never been interested in competing with DB, I created SLADE for myself to use, basically, hence the lack of 'publicity' I give it. If you're happy with DB, keep using it ;)

Posted: Thu Sep 28, 2006 2:55
by Jive
No no, I'm not specially happy with DB.
And I want to own the best tool to make my job...
I don't have that much time when I study a wad and I don't want to work more than a few days . All must be done quickly and easily, otherwise I'll release like a turtle.

So, if Slade is better, I'll be pleased AND very thankful to you and your work made for free!!!

Thank you a lot to both of you for these fine answers. Now, I know what must be known about it.