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Wide textures

 
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Andre Majorel

External


Since: Aug 30, 2005
Posts: 12



(Msg. 1) Posted: Fri Aug 26, 2005 10:08 am
Post subject: Wide textures
Archived from groups: rec>games>computer>doom>editing (more info?)

Came across another suspected arbitrary limit in DeuTex : it
refuses to compose textures wider than 4096 pixels. Removed the
check and made a 16384-pixel wide texture. It works fine with
PrBoom 2.2.3 but it makes XDoom 20001001 puke :

Error: Z_Malloc: failed on allocation of 10502168 bytes

Does someone care to test it with the original (DOS) engine ?
IDCLEV to E1M1 and you should see two gradients on 360° (black
to white from 12:00 to 6:00 and again from 6:00 to 12:00).

http://www.teaser.fr/~amajorel/doom/tx16384w.wad

Rotating clockwise, this is what you should see :

http://www.teaser.fr/~amajorel/doom/tx16384w-0.png
http://www.teaser.fr/~amajorel/doom/tx16384w-1.png
http://www.teaser.fr/~amajorel/doom/tx16384w-2.png
http://www.teaser.fr/~amajorel/doom/tx16384w-3.png
http://www.teaser.fr/~amajorel/doom/tx16384w-4.png
http://www.teaser.fr/~amajorel/doom/tx16384w-5.png
http://www.teaser.fr/~amajorel/doom/tx16384w-6.png
http://www.teaser.fr/~amajorel/doom/tx16384w-7.png

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: deryruqoj.TakeThisOut@alb.com apof.TakeThisOut@stormbound.com)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.

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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 2) Posted: Fri Aug 26, 2005 12:05 pm
Post subject: Re: Wide textures [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Quoting Andre Majorel <cheney.TakeThisOut@halliburton.com>:
>Does someone care to test it with the original (DOS) engine ?
>IDCLEV to E1M1 and you should see two gradients on 360° (black
>to white from 12:00 to 6:00 and again from 6:00 to 12:00).
> http://www.teaser.fr/~amajorel/doom/tx16384w.wad

Freezes with 5 dots down on
R_Init: Init DOOM refresh daemon - [..... ]
--
David Damerell <damerell.TakeThisOut@chiark.greenend.org.uk> Kill the tomato!
Today is First Thursday, August.

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Andre Majorel

External


Since: Aug 30, 2005
Posts: 12



(Msg. 3) Posted: Fri Aug 26, 2005 12:36 pm
Post subject: Re: Wide textures [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-08-26, David Damerell <damerell.TakeThisOut@chiark.greenend.org.uk> wrote:
> Quoting Andre Majorel <cheney.TakeThisOut@halliburton.com>:
>>Does someone care to test it with the original (DOS) engine ?
>>IDCLEV to E1M1 and you should see two gradients on 360° (black
>>to white from 12:00 to 6:00 and again from 6:00 to 12:00).
>> http://www.teaser.fr/~amajorel/doom/tx16384w.wad
>
> Freezes with 5 dots down on
> R_Init: Init DOOM refresh daemon - [..... ]

Drat ! Thanks. I've made two more :

http://www.teaser.fr/~amajorel/doom/tx4096w.wad
http://www.teaser.fr/~amajorel/doom/tx8192w.wad

What you're supposed to see :

http://www.teaser.fr/~amajorel/doom/tx4096w-0.png
http://www.teaser.fr/~amajorel/doom/tx8192w-0.png
http://www.teaser.fr/~amajorel/doom/tx8192w-1.png

tx4096w.wad works fine on XDoom. tx8192w.wad make XDoom abort
with :

Error: Z_Malloc: failed on allocation of 5251096 bytes

I have a hunch that the real limit is not on the width but on
the area.

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: qerywaq.TakeThisOut@chimney.com qyquzus.TakeThisOut@dissertation.com)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 4) Posted: Fri Aug 26, 2005 3:42 pm
Post subject: Re: Wide textures [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Quoting Andre Majorel <cheney.DeleteThis@halliburton.com>:
>On 2005-08-26, David Damerell <damerell.DeleteThis@chiark.greenend.org.uk> wrote:
>>Quoting Andre Majorel <cheney.DeleteThis@halliburton.com>:
>>>Does someone care to test it with the original (DOS) engine ?
>>>IDCLEV to E1M1 and you should see two gradients on 360° (black
>>>to white from 12:00 to 6:00 and again from 6:00 to 12:00).
>>>http://www.teaser.fr/~amajorel/doom/tx16384w.wad
>>Freezes with 5 dots down on
>>R_Init: Init DOOM refresh daemon - [..... ]
>Drat ! Thanks. I've made two more :
>http://www.teaser.fr/~amajorel/doom/tx4096w.wad
>http://www.teaser.fr/~amajorel/doom/tx8192w.wad

Exactly the same behaviour observed in both cases.

Sorry. Smile
--
David Damerell <damerell.DeleteThis@chiark.greenend.org.uk> Kill the tomato!
Today is First Thursday, August.
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Andre Majorel

External


Since: Aug 30, 2005
Posts: 12



(Msg. 5) Posted: Fri Aug 26, 2005 6:12 pm
Post subject: Re: Wide textures [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-08-26, David Damerell <damerell.RemoveThis@chiark.greenend.org.uk> wrote:
> Quoting Andre Majorel <cheney.RemoveThis@halliburton.com>:
>>On 2005-08-26, David Damerell <damerell.RemoveThis@chiark.greenend.org.uk> wrote:
>>>Quoting Andre Majorel <cheney.RemoveThis@halliburton.com>:
>>>>Does someone care to test it with the original (DOS) engine ?
>>>>IDCLEV to E1M1 and you should see two gradients on 360° (black
>>>>to white from 12:00 to 6:00 and again from 6:00 to 12:00).
>>>>http://www.teaser.fr/~amajorel/doom/tx16384w.wad
>>>Freezes with 5 dots down on
>>>R_Init: Init DOOM refresh daemon - [..... ]
>>Drat ! Thanks. I've made two more :
>>http://www.teaser.fr/~amajorel/doom/tx4096w.wad
>>http://www.teaser.fr/~amajorel/doom/tx8192w.wad
>
> Exactly the same behaviour observed in both cases.
>
> Sorry. Smile

You win this time, Damerell. How about these three, then ?

http://www.teaser.fr/~amajorel/doom/tx2048w.wad
http://www.teaser.fr/~amajorel/doom/tx1024w.wad
http://www.teaser.fr/~amajorel/doom/tx512w.wad

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: ogamav.RemoveThis@jeroboam.com gudiqejyq.RemoveThis@baldwin.com)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 6) Posted: Tue Aug 30, 2005 11:56 am
Post subject: Re: Wide textures [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Quoting Andre Majorel <cheney DeleteThis @halliburton.com>:
>You win this time, Damerell. How about these three, then ?
> http://www.teaser.fr/~amajorel/doom/tx2048w.wad
> http://www.teaser.fr/~amajorel/doom/tx1024w.wad

These don't work. (Out of paranoia, I checked explicitly that my DOOM.EXE
works with a random addon WAD. It does). Same problem as before.

> http://www.teaser.fr/~amajorel/doom/tx512w.wad

This works. I saw much what your sample images show, except obviously
there are many more less-wide B->W gradients around the square.
--
David Damerell <damerell DeleteThis @chiark.greenend.org.uk> Kill the tomato!
Today is Second Monday, August.
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Andre Majorel

External


Since: Aug 30, 2005
Posts: 12



(Msg. 7) Posted: Tue Aug 30, 2005 10:26 pm
Post subject: Re: Wide textures [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-08-30, David Damerell <damerell DeleteThis @chiark.greenend.org.uk> wrote:
> Quoting Andre Majorel <cheney DeleteThis @halliburton.com>:
>>You win this time, Damerell. How about these three, then ?
>> http://www.teaser.fr/~amajorel/doom/tx2048w.wad
>> http://www.teaser.fr/~amajorel/doom/tx1024w.wad
>
> These don't work. (Out of paranoia, I checked explicitly that my DOOM.EXE
> works with a random addon WAD. It does). Same problem as before.
>
>> http://www.teaser.fr/~amajorel/doom/tx512w.wad
>
> This works. I saw much what your sample images show, except obviously
> there are many more less-wide B->W gradients around the square.

Well, this is interesting because there _are_ wads with textures
wider than 512. Eternal has a 1024 x 128 texture (1TESTER2) and
several have 1024-wide skies (Memento Mori 2, A Fistul of Doom,
Strain...).

The software Hacx pwad even has a 2048-wide texture ("If you had
the registered version of HACX, you would be in Hong Kong right
now! Don't miss a minute of this rip your heart out game! ORDER
your copy NOW!!").

Thanks.

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: fopehiciw DeleteThis @maladroit.com elutyj DeleteThis @bridget.com)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 8) Posted: Wed Aug 31, 2005 4:40 pm
Post subject: Re: Wide textures [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Quoting Andre Majorel <cheney.RemoveThis@halliburton.com>:
[Wide textures]
>Well, this is interesting because there _are_ wads with textures
>wider than 512. Eternal has a 1024 x 128 texture (1TESTER2) and
>several have 1024-wide skies (Memento Mori 2, A Fistul of Doom,
>Strain...).

I'll try and remember, when I get home, to check to see if Eternal works
with the DOOM.EXE I have.

Your texture I presume is a single - um, I forget the word for the
thingies textures are made out of - but is the Eternal one perhaps made
out of several thingies none of which is wider than 256?

I can well believe sky textures are handled differently.
--
David Damerell <damerell.RemoveThis@chiark.greenend.org.uk> flcl?
Today is Second Tuesday, August.
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Andre Majorel

External


Since: Aug 30, 2005
Posts: 12



(Msg. 9) Posted: Thu Sep 01, 2005 3:17 pm
Post subject: Re: Wide textures [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2005-08-31, David Damerell <damerell.RemoveThis@chiark.greenend.org.uk> wrote:
> Quoting Andre Majorel <cheney.RemoveThis@halliburton.com>:
> [Wide textures]
>>Well, this is interesting because there _are_ wads with textures
>>wider than 512. Eternal has a 1024 x 128 texture (1TESTER2) and
>>several have 1024-wide skies (Memento Mori 2, A Fistul of Doom,
>>Strain...).
>
> I'll try and remember, when I get home, to check to see if Eternal
> works with the DOOM.EXE I have.
>
> Your texture I presume is a single - um, I forget the word for the
> thingies textures are made out of - but is the Eternal one perhaps
> made out of several thingies none of which is wider than 256?

Nope, it's a single 1024-wide patch. One thing AD and 1TESTER2
do have in common is that they're transparent. Now look at this,
from Lee Killough's notes in Boom 2.02 :

Fixed Icarus MAP02 problem, which was a texture column offset
overflow. Doom only used 16-bit offsets for multipatched
texture column offsets, which was insufficient for Icarus.
Adding 5 bytes per column to Boom's multipatched columns, to
fix Medusa, made the 64K limit get exceeded in Boom when it
didn't in Boom. Fix was simple -- use 32-bit offsets.

Since the size of a column is proportional to the number of
opaque pixels in it, transparent textures could have more
columns. But don't quote me on this, I haven't checked with the
code.

> I can well believe sky textures are handled differently.

I think those I've seen were made of 256-wide patches. I've
tried a sky texture made of a 1024-wide patch once. It did work
with PrBoom but not with Doom. It didn't freeze, but it wasn't
rendered correctly :

http://www.teaser.fr/~amajorel/doom/patch1024.README
http://www.teaser.fr/~amajorel/doom/patch1024.wad.gz

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
(Counterfeit: asafyqac.RemoveThis@ayers.com eqamuluq.RemoveThis@allison.com)
"La presse doit diffuser des idées saines." -- Serge Dassault,
propriétaire de la Socpresse.
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