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Any actor's scaled texture cut's with sector_heigh

 
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Aeyesx
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Joined: 13 Oct 2012
Location: Czech Republic

PostPosted: Tue Aug 13, 2013 11:42 am    Post subject: Any actor's scaled texture cut's with sector_heigh Reply with quote

There are several projects which brings double or even quadro resolution for monsters reducing pixelation.

Some time ago i tried to draw my own monsters using HQXN4 filter. (yeh it was silly that time).

With quadro-bigger size there is need to downscale them too in DeHackEd.
(Scale 0.25).

Yet while I made cacos and rockets i noticed they're textures clipping while they're fly over sector_heigh sectors. Its pretty weird... :/


Last edited by Aeyesx on Sun Sep 14, 2014 6:05 pm; edited 1 time in total
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Evolution
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Joined: 06 Sep 2005

PostPosted: Tue Aug 13, 2013 5:28 pm    Post subject: Reply with quote

Will this happen to the original caco too?
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Aeyesx
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PostPosted: Tue Aug 13, 2013 7:59 pm    Post subject: Reply with quote

No, this affect just scaled actors ....
Edit: sometimes i spot even non-scaled actors


Last edited by Aeyesx on Tue Dec 09, 2014 8:25 pm; edited 1 time in total
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Evolution
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PostPosted: Tue Aug 13, 2013 10:13 pm    Post subject: Reply with quote

Oh haha, my bad. I misread badly before...
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UberGewei
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Joined: 01 Sep 2010
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PostPosted: Wed Jan 31, 2018 1:20 pm    Post subject: Reply with quote

Yes, ran into this a couple of times myself before.

Made a test wad, with an upscaled Caco and a downscaled Imp within Transfer_Height sectors.
http://85.214.149.120/demowads/scaled_actor_test.zip

Upscaled things remain fully visible independent on how deep they are within the tranfer_height sector and downscaled remain partly visible (distorted).

edit - permanent link added sponsored by Krawa


Last edited by UberGewei on Wed Jan 31, 2018 8:20 pm; edited 2 times in total
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AF-Domains.net
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Joined: 01 Jun 2002
Location: United Kingdom

PostPosted: Wed Jan 31, 2018 1:21 pm    Post subject: Reply with quote

Moved to Confirmed.
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