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Aligning larger (256px +) textures

User is offline   conoklast 

  • 7

#1

I'm hoping someone has come across this issue before; basically mapster32 only allows you to scroll through 256 pixels of a texture. Obviously for classic duke textures, which never exceeded 256x256 this isn't really an issue. However I'm using custom art, most of which is 512x512. Point being that there are times where I need to fine tune the alignment (auto align doesn't do the trick) and I can really only control the first 256px of the texture.

In case I'm not making sense I've included a pic. As you can see, I want the second 256 px of the texture on Wall2 to be accessible to that I can align it properly with Wall1. I realise that I can flip the texture and try to make it work that way, but this isn't really an ideal solution.

Attached Image: alignment.png

Is there a way around this? Or is this hard-coded into mapster32?

Thanks all
0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,624

  #2

This a limitation of the map format. Texture panning offsets are stored as 8-bit integers.
0

User is online   Mark. 

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  • 1,987

#3

I feel your pain. ;) In the map I'm working on there are a number of walls that are panned wider or narrower than their neighboring walls. Especially on skinny walls where your 2 choices are a squished or mega-stretched texture. There is no in between.
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User is offline   Mblackwell 

  • Evil Overlord
  • 807

#4

If you're using high resolution art/hightile, my suggestion would be to not exceed 256x256 in your dummytiles and stretch the texture to the appropriate size.

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3

User is online   Mark. 

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#5

WOW. I've been mapping and modding for years and I learned something new that I should have known from the start. I never really fully understood dummytile. I wrongly assumed all this time that it basically had to do with a texture's clipping or blocking dimensions or it's initial size when placed in the map when used as a sprite. I didn't know it has an effect on how well it pans on a wall. I have been making all of my square custom textures with a generic dummytile 32 x 32. I changed one texture to 256 x 256 and I now have more precision when panning.

SUPER-MEGA, DOUBLE SIZED DUH on me. Thanks MB. :wub:

I'll have to go and recheck my past and future project folders to see if I have been making this mistake everywhere. But in my next to release map its too far along to have to resize the dummytile and then repan all the necessary walls. There are way too many custom textures. But next time I will remember.

This post has been edited by Mark.: 06 February 2017 - 07:28 AM

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User is offline   conoklast 

  • 7

#6

Thanks for your feedback guys; I actually have no idea what dummy tiles are, so I'll look into it.
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User is offline   Mblackwell 

  • Evil Overlord
  • 807

#7

View PostMark., on 06 February 2017 - 07:08 AM, said:

SUPER-MEGA, DOUBLE SIZED DUH on me. Thanks MB. :wub:


:D Anything for you buddy!

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User is offline   Micky C 

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#8

View PostHendricks266, on 06 February 2017 - 03:06 AM, said:

This a limitation of the map format. Texture panning offsets are stored as 8-bit integers.



What about with the upcoming lunatic text-based format?

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0

User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,624

  #9

Both the on-disk map format and the in-memory map format must change to expand the size of the offset bytes.
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