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Discovered an interesting midtexture technique


spwnSH4Rk

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Looks really, really good! Haven't seen it before. So you place them horizontally (as in, aligned with the longest side) for every pixel/unit, then move the special wood texture left and right?

Edited by slowfade

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1 minute ago, slowfade said:

Looks really, really good! Haven't seen it before. So you place them horizontally (as in, aligned with the longest side) for every pixel/unit, then move the special wood texture left and right?

 @slowfade I think you've got it; I put them 1px apart and ran them parallel to each other. To make the grain specifically I just ran my mouse over the textures while holding left or right arrow and tried to create a gradual curve to the grain as I moved my mouse.

Here's editor mode:
475732312_Screenshot2023-10-19165420.png.500772284cb9c16c3d832677674d557b.png

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11 hours ago, DankMetal said:

Visplane overflow goes brrrrr

Visplanes actually don't go brrrr, as long as the sectors have the same properties.

 

Drawsegs increase though, which is fairly obvious.

 

Edit: a pic from Visplane Explorer.  The area on the right has a bunch of lines with a midtexture on them.  (The results are not exactly the same, perhaps because the second area has a different alignment).

vis1.png.347a4c6e3727264d413cdc01999584a8.png

Edited by andrewj

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2 hours ago, andrewj said:

Visplanes actually don't go brrrr, as long as the sectors have the same properties.

 

Drawsegs increase though, which is fairly obvious.

 

Edit: a pic from Visplane Explorer.  The area on the right has a bunch of lines with a midtexture on them.  (The results are not exactly the same, perhaps because the second area has a different alignment).

vis1.png.347a4c6e3727264d413cdc01999584a8.png

openings would increase a lot, though. here there's already an openings overflow:

image.png.4d959ae3289f1e18d8ab6b9e90f9d430.png

which is about the same setup, but drawsegs don't go above 256 here. but there's still some to worry about if you're planning to use that in a vanilla map because of openings.

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I'm almost 100% positive someone somewhere has done that before.

 

Cool effect regardless, though.

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4 hours ago, Paf said:

which is about the same setup, but drawsegs don't go above 256 here. but there's still some to worry about if you're planning to use that in a vanilla map because of openings.


This map will likely never see the light of day. But hopefully someone can find a good use for 'midtexture embodiment' (names are cool, right?) I mostly just want to experiment and see what other full-body objects can be created in editor with midtex. 

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You could make fake ceilings on top buildings and make them walkable using self referencing sectors that instantly raise upon getting to the top.

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3 minutes ago, Hebonky said:

You could make fake ceilings on top buildings and make them walkable using self referencing sectors that instantly raise upon getting to the top.


I did something similar and used the 'things' bridges (im using zdaemon doom2 hexen format, cant remember if thats available in all formats) to make the bench a surface. additionally, if raised higher it can be walked under, of course. 

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15 minutes ago, spwnSH4Rk said:

I'll drop more random c reations here from time to time if they're worth mentioning. Here's a little more experimenting today:

409207575_Screenshot2023-10-20143140.png.194b6123949ba9694ef81eb72dd91115.png

267887845_Screenshot2023-10-20143213.png.452e3cdea2d9807b7de39185da167b15.png


Do you plan to make a "Doom cute" map, some kind of gallery?

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11 minutes ago, user76828904 said:


Do you plan to make a "Doom cute" map, some kind of gallery?


Nah, I'll probably just tinker around and see what I can do with it and if anyone wants to use anything they see that would be cool. I'm not so fantastic at coming up with full layouts and what not. I just tinker with aesthetics, details and textures a lot for the most part.

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1 hour ago, spwnSH4Rk said:


Nah, I'll probably just tinker around and see what I can do with it and if anyone wants to use anything they see that would be cool. I'm not so fantastic at coming up with full layouts and what not. I just tinker with aesthetics, details and textures a lot for the most part.

 

I wish you a happy tinkering.

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On 10/20/2023 at 10:39 PM, spwnSH4Rk said:

I'll drop more random c reations here from time to time if they're worth mentioning. Here's a little more experimenting today:

409207575_Screenshot2023-10-20143140.png.194b6123949ba9694ef81eb72dd91115.png

267887845_Screenshot2023-10-20143213.png.452e3cdea2d9807b7de39185da167b15.png

 

That's damn impressive!

 

What texture are you using btw as midtexture? I guess a custom one that has a transparent patch between the wood "panels"?

 

And how do you prevent it from repeating vertically per linedef more than you want?

Do you also lower the ceiling and then just not apply any upper texture to it?

Edited by Finnisher

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5 hours ago, Finnisher said:

What texture are you using btw as midtexture? I guess a custom one that has a transparent patch between the wood "panels"?

 

And how do you prevent it from repeating vertically per linedef more than you want?

Do you also lower the ceiling and then just not apply any upper texture to it? 

 

There is no need to include transparent patches around the midtexture. If you use a midtexture on a 2-sided linedef, it will not repeat vertically like it would if you used it on a 1-sided wall. Any texture can 'float' like this if you give it an appropriate texture Y offset while it is on a double sided linedef. (And enabling lower unpegged can be helpful too).

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2 hours ago, Worst said:

 

There is no need to include transparent patches around the midtexture. If you use a midtexture on a 2-sided linedef, it will not repeat vertically like it would if you used it on a 1-sided wall. Any texture can 'float' like this if you give it an appropriate texture Y offset while it is on a double sided linedef. (And enabling lower unpegged can be helpful too).

 

Aah right, thank you for the explanation!

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On 10/22/2023 at 5:26 AM, Finnisher said:

 

That's damn impressive!

 

What texture are you using btw as midtexture? I guess a custom one that has a transparent patch between the wood "panels"?

 

And how do you prevent it from repeating vertically per linedef more than you want?

Do you also lower the ceiling and then just not apply any upper texture to it?


I believe its otex's wood textures there. 

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