Negative vertical offsets (placing the origin of the patch above the texture) are ignored, putting the top of the patch back in line with the top of the texture.
This isn't quite accurate though. Here is a wad with four textures made from TITLEPIC. (Did you know you can add any regular graphic to PNAMES and use it as a patch for a texture? The engine doesn't actually care about P_START/P_END at all.)
yoffset.wad (vanilla compatible, ZDoom based ports fix whatever bug is causing this so don't use them)
Texture 1 is just TITLEPIC with a negative vertical offset. As implied, the offset is ignored in game.
Texture 2 looks the same but there is actually a non-offset copy of the TITLEPIC patch behind it. Some of the properly offset patch shows, but not all.
Texture 3 was made by repeatedly pressing the "duplicate patch" button in SLADE, and then having a non-offset patch behind it, to see what would happen. I don't know that any useful information comes out of this, but it looks interesting.
Texture 4 is several layers of negative-offset patches.
It looks like in all cases besides the first, a bit more than half of the texture shows as it should be, and then the rest cuts off, but it's not quite the same thing happening in each texture.
As a bonus, here's a texture from @Gothic 's PatchTex.wad that uses all negative offsets and looks fine in game. It's only 128px wide though, maybe that makes a difference? But changing the TITLEPIC patch and/or the texture size doesn't seem to change things for me.
The answer lies in the code somewhere but I couldn't figure out where. Anybody know?
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plums
The doomwiki article (https://doomwiki.org/wiki/Vertical_offsets_are_ignored_in_texture_patches) states:
This isn't quite accurate though. Here is a wad with four textures made from TITLEPIC. (Did you know you can add any regular graphic to PNAMES and use it as a patch for a texture? The engine doesn't actually care about P_START/P_END at all.)
yoffset.wad (vanilla compatible, ZDoom based ports fix whatever bug is causing this so don't use them)
Texture 1 is just TITLEPIC with a negative vertical offset. As implied, the offset is ignored in game.
Texture 2 looks the same but there is actually a non-offset copy of the TITLEPIC patch behind it. Some of the properly offset patch shows, but not all.
Texture 3 was made by repeatedly pressing the "duplicate patch" button in SLADE, and then having a non-offset patch behind it, to see what would happen. I don't know that any useful information comes out of this, but it looks interesting.
Texture 4 is several layers of negative-offset patches.
It looks like in all cases besides the first, a bit more than half of the texture shows as it should be, and then the rest cuts off, but it's not quite the same thing happening in each texture.
As a bonus, here's a texture from @Gothic 's PatchTex.wad that uses all negative offsets and looks fine in game. It's only 128px wide though, maybe that makes a difference? But changing the TITLEPIC patch and/or the texture size doesn't seem to change things for me.
The answer lies in the code somewhere but I couldn't figure out where. Anybody know?
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