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[Implemented] Larger floor/ceiling textures?

Thu, 17 Jan 2002 02:26:29

RambOrc

Would it be possible to implement support for larger floor/ceiling textures? The DOOM engine supports only 64x64 large ones, for Korax' Heritage we've got some 128x128 ones and anyway if you want to use something more complicated pattern you have to create 64x64 sectors by the dozens or hundreds.
Thu, 17 Jan 2002 03:51:47

Janis Legzdinsh

Vavoom haves possibility to use wall textures on floors and ceilings. Simply create it as a wall texture and put it on floor or ceiling. But be sure that you don't have a flat with the same name, because otherwise flat will be used.
Fri, 18 Jan 2002 01:54:27

EvilOne

By the way it would be cool to have some way to shift (at least!)/rotate/scale the textures on the floor/ceiling... could be a special thing with arguments like (xoffset, yoffset, angle, xscale, yscale) setting this parameter for the entire sector it is located in. What do you think?<br><br>Also some way to do the same with walls would be great. We already have offsets but scaling/rotating wall textures would be even better. Not sure how could this be implemented though...
Fri, 18 Jan 2002 03:38:44

Janis Legzdinsh

Yes, scaling and rotation would be cool. I'll think about the best way how to implement it.
Fri, 18 Jan 2002 05:18:42

EvilOne

Well your polygon rasterizer can handle rotated textures, right?
Fri, 18 Jan 2002 19:52:10

SlayeR

Cool. I didn't know I could use wall textures on floors/ceilings. I'll add that to my level.<br><br>On the topic of textures, would it be possible for Vavoom to support high colour (16bit) textures?
Sat, 19 Jan 2002 04:15:38

Janis Legzdinsh

Of cource rasterizer doesn't have a problem with rotated textures. All I need is to rotate and/or scale texture axis.<br><br>16-bit textures. Well I'm planing to add some way how to load textures from files. And then, like now it's with model skins and skyboxes, you will be able to use 8-bit PCX files and any format TGA files. Note: In software mode I'll have to adjust graphics to the current palette.
Sun, 20 Jan 2002 17:30:19

SlayeR

Cool! 16-bit textures! Although, some people may not like having to use TGA files (they take up a lot, and most people probably wouldn't have a paint program that supports TGA...)<br><br>Still, I have Paint Shop Pro 7, so its all OK with me!
Tue, 22 Jan 2002 04:20:01

Janis Legzdinsh

Does TGA files take that much, even in compressed format? An alternative to TGA still is 8-bit PCX files where they can use any palette they like.
Thu, 24 Jan 2002 19:05:35

SlayeR

Compressed TGA files are not much smaller than bitmaps. They are pretty big (especially when compared to JPEGs)<br><br>Still, the size wouldn't be that much of a problem...
Fri, 25 Jan 2002 03:40:55

Janis Legzdinsh

Compressed TGA and JPG are two different things. TGA uses RLE compression which saves all detail while JPG uses compression methods that allows detail to be lost.
Wed, 09 Jan 2008 16:56:41

Janis Legzdinsh

Basically everything is implemented.

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