Jump to content
  • 0

Middle texture floating in air?


Sonikkumania

Question

So recently I've spotted a bug in one map I've made. There's a fence texture that's meant to remain on floor. On map editor UDB it looks as it's meant to be:

Spoiler

k0S545hY_o.png

However this is how it looks ingame, latest GZDoom being the source port:

Spoiler

33Flh0nU_o.png

So what exactly is wrong? I remember it was functioning as intended before, so this problem has risen out of the blue. Here's some details I doubt might be related to this issue:

1. I downloaded the latest GZDoom not too long ago, maybe one to two weeks. I forgot to save my settings from the previous version so I had default option settings on with new GZDoom. So could this be related to some display and video options?

2. Previously this map was in .wad format but around same time as section 1. happened I compiled a .pk3 directory of this mapset and other resources featured. Could this have "corrupted" the map in some way? (Propably not imo)

3. The map featured here was made in Doom Builder 2 but recently I've moved to Ultimate Doom Builder. Would that be a problem?

 

Any advice would be appreciated though if I can't figure this out I'll just propably remove the texture completely. Would be nice to know what causes the problem though.

In the mean time I'll try to keep changing the options in GZDoom ...

Share this post


Link to post

4 answers to this question

Recommended Posts

  • 1

Have you checked whether the sidedefs have accidentally been given a Y offset? It should be 0, and with the "lower unpeg" flag checked.

Share this post


Link to post
  • 0
44 minutes ago, NiGHTMARE said:

Have you checked whether the sidedefs have accidentally been given a Y offset? It should be 0, and with the "lower unpeg" flag checked.

Thank you, it seems to be working now. Y offsets were 0 but flag was unchecked .. Which makes me wonder how was the texture offset correct earlier when I had defined it manually? From now on I'll double check the LU flag, lol.

Share this post


Link to post
  • 0
59 minutes ago, Kappes Buur said:

You could try something like this with 3dmidtexture (Walkable middle texture) and offsets:

 

MAP01.7z

Thanks, I was thinking about this sometime ago. Very neat!

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...