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256x256 pixel patches in a Prboom map.


neubejiita

Question

I am putting 256x256 pixel-sized patches in a Prboom map, but I can not get the patches to show up correctly in Ultimate Doom Builder. What am I doing wrong? I thought I could use hi-res patches in a map, or do I need the HI_START and HI_END markers? Thanks.

 

 

Screenshot 2024-02-06 100501.png

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Vanilla can only draw columns which are 128 pixels high.  Chocolate Doom has the same limit, and I assume PrBoom does too.

 

Not sure if vanilla can do textures which are higher....

 

Edit: according to DoomWiki, textures cannot be taller than 128 units.  And looking at how composite textures are handled in the engine (r_data.c) I can confirm that.

Edited by andrewj

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I can crop patches in Slade, so I will crop them and make multiple 256x128 patches and stack them icon of sin style. Thanks. Now they work as 2 patches stacked.

doom13.png

Edited by neubejiita

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7 hours ago, neubejiita said:

Yes. They are 256x256. Maybe I should  make 2 256x128 textures instead and have half the texture on each one?

 

You should not need to do this. Both PrBoom and PrBoom+ have support for Deepsea's tall patches, which ISTR was added for the benefit of MAP04: Warp of Time (Hell Ground) to use a texture named WATRFALL and similarly-named patch of height 512. Beyond that MAP12: The Destination (Rush) has a texture DARKNESS of height 3072 which contains a patch of the same name and height 2048 along with 8 others to fill the rest of the space. Both of these display correctly.

 

Indeed PrBoom+ explicitly allows patches up to 16384x16384. It may be that the tools you are using are imposing limits upon you that the engine does not have. Deutex 5.2.2 for example is not able to extract WATRFALL without corrupting it.
 

3 hours ago, andrewj said:

Vanilla can only draw columns which are 128 pixels high.  Chocolate Doom has the same limit, and I assume PrBoom does too.

 

I am afraid the latter part is incorrect.

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37 minutes ago, RjY said:

I am afraid the latter part is incorrect.

I cannot find the code in PrBoom 2.5.0 which supports tall textures, I only see it in PrBoom+ (added by e6y).

 

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3 minutes ago, andrewj said:

I cannot find the code in PrBoom 2.5.0 which supports tall textures, I only see it in PrBoom+ (added by e6y).

 

Oh. Fair enough. I know I ported it over but I guess it never made it into a release.

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