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Memfis MemfisWatt
Joined: 29 Oct 2011
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Posted: Fri Jul 19, 2013 5:57 pm Post subject: Tutti-frutti effect |
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The Tutti-frutti effect (or, at least, some variations of it) still isn't fixed in ZDaemon. I very seriously doubt that anyone ever used it intentionally as a feature (its behavior is too unpredictable for that), and it is just objectively ugly IMO so I believe it definitely would be good to fix it!
It can be observed on map06 of Newgothic - movement 1 for example:
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Mon Jan 29, 2018 7:32 pm Post subject: |
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Still a thing, as you know.
ngmvmt1.wad map06 as specified: https://imgur.com/L0NKKV2
Textures: ADEL_W61 [128x96] used on pillars to the left and ADEL_S69 [64x96] behind the stimpacks. |
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UberGewei SuperAntler
Joined: 01 Sep 2010 Location: The Netherlands
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Posted: Wed Jan 31, 2018 8:15 pm Post subject: |
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This one is hard to classify, because it happens in vanilla Doom aswell.
It is the way texture rendering works by the original Doom engine.
"If the wall is taller than the texture, than the texture is tiled
vertically, with one very important difference: it starts new tiles
ONLY at 128, 256, 384, etc. So if the texture is less than 128 high,
there will be junk filling the undefined areas, and it looks ugly.
This is sometimes called the "Tutti Frutti" effect."
Perhaps this should be considered a request instead, since it's not really a ZDaemon bug.
Evolution wrote: |
Textures: ADEL_W61 [128x96] used on pillars to the left and ADEL_S69 [64x96] behind the stimpacks. |
It happens because the textures used are outside of the dimensions. The effect also occurs when you use a transparant texture as an upper or lower texture.
Here's some interesting documentation:
http://web.archive.org/web/20150421212726/http://aiforge.net/test/wadview/dmspec16.txt |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Wed Jan 31, 2018 9:25 pm Post subject: |
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Looks like a feature request to me |
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