Mr.Enchanter Posted March 14, 2016 So, I was making a map for a community project (DOOMED IN SPACE) when this happened! I added a new texture: And the results were that clusterfuck. Both ZenNode and DeepBSP rendered the same results, however GLBSP alleviated the problem. So I was wondering, what the hell caused this? 0 Quote Share this post Link to post
Reisal Posted March 14, 2016 I am not seeing any image, and why ZDaemon? 0 Quote Share this post Link to post
Mr.Enchanter Posted March 14, 2016 Glaice said:I am not seeing any image, and why ZDaemon? Not sure why you can't when I can, but ZDaemon because the compatibility requirements of the maps. 0 Quote Share this post Link to post
plums Posted March 14, 2016 It could be any number of things, without posting the file in question it's really hard to say. Some guesses: * You did not convert your texture into a Doom-format image * You did something else incorrectly to add the texture to your wad * You've got some kind of improperly built sector that ZDaemon really doesn't like * A ZDaemon specific bug I know next to nothing about ZDaemon so those are all just shots in the dark. 0 Quote Share this post Link to post
Graf Zahl Posted March 14, 2016 First thing to check: Does this work in other ports? 0 Quote Share this post Link to post
Mr.Enchanter Posted March 14, 2016 Graf Zahl said:First thing to check: Does this work in other ports? Sure does, GZDoom, Zandronum, and PrBoom all work just fine. It appears it was a nodebuilder issue (ZenNode being the first one to give me trouble). 0 Quote Share this post Link to post
plums Posted March 15, 2016 Mr.Enchanter said:Sure does, GZDoom, Zandronum, and PrBoom all work just fine. It appears it was a nodebuilder issue (ZenNode being the first one to give me trouble). Were all those ports tested in GL mode? Your ZDaemon screenshot looks like it's using software rendering. 0 Quote Share this post Link to post
scifista42 Posted March 15, 2016 Mr.Enchanter said:It appears it was a nodebuilder issue This can't be a result of a nodebuilder issue, as textures have nothing to do with nodes. More likely an incorrectly added texture, or one with dimensions that aren't powers of two. Ports with OpenGL rendering might handle those, but 99% of ports with software rendering will not. 0 Quote Share this post Link to post
Medis Posted March 15, 2016 Finnaly! Someone who seriously cares about compatiblity and tests +1, I would happily help you if u provide a wad, from what I see u have corrupted TEXTUREx, ZDaemon can be pretty advanced if one knows how-to 0 Quote Share this post Link to post
Arctangent Posted March 16, 2016 Medis said:Finnaly! Someone who seriously cares about compatiblity and tests +1, I would happily help you if u provide a wad, from what I see u have corrupted TEXTUREx, ZDaemon can be pretty advanced if one knows how-to I think you're confusing apathy of ZDaemon for apathy of compatibility. 0 Quote Share this post Link to post
Mr.Enchanter Posted March 16, 2016 scifista42 said:This can't be a result of a nodebuilder issue, as textures have nothing to do with nodes. More likely an incorrectly added texture, or one with dimensions that aren't powers of two. Ports with OpenGL rendering might handle those, but 99% of ports with software rendering will not. Well, I tried both PrBoom and Zandronum in both Software and GL mode and both were fine, sorry I didn't specify before. For some reason rebuilding the TEXTURES and PATCHES files fixed the problem, so either SLADE, ZDaemon, or I messed something up at the time. Where's all the data? Right here: http://www.geocities.ws/mrenchanter/DOOMLEVELS/braindamage.wad 0 Quote Share this post Link to post
scifista42 Posted March 16, 2016 The texture has dimensions 192x192. 192 is not a power of two - change at least the texture's width to a number that is a power of two (regardless of whether it tiles horizontally or not in your map), and if the texture was used in another way than as a midtexture on a 2-sided linedef AND if it tiled vertically, you would have to change its height to be a power of two as well. 0 Quote Share this post Link to post
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