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[BUG FIXED] Wibbly wobbly grating


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 Post subject: Wibbly wobbly grating
PostPosted: 03 Jun 2012, 20:04 
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Icon of Sin  Icon of Sin
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The midtexture grating here is uneven.
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 Post subject: Re: Wibbly wobbly grating
PostPosted: 15 Jun 2012, 19:56 
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Site Admin  Site Admin
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Fixed


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 Post subject: Re: Wibbly wobbly grating
PostPosted: 16 Jun 2012, 23:57 
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Cyberdemon  Approved Adder
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CaptainToenail wrote:
The midtexture grating here is uneven.
Tormentor667 wrote:
Fixed
It still is.


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 Post subject: Re: Wibbly wobbly grating
PostPosted: 17 Jun 2012, 00:11 
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In the DB preview it's fine?!


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 Post subject: Re: Wibbly wobbly grating
PostPosted: 17 Jun 2012, 04:41 
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Hell Warrior  Hell Warrior
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DB has a tendency to screw up the offsets for midtextures in UDMF.


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 Post subject: Re: Wibbly wobbly grating
PostPosted: 18 Jun 2012, 21:59 
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Revenant  i am a xaser
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Okay, this is one of the more bizarre things I've seen. ZDoom is ignoring the offsets here. I've corrected them in two different ways and the texture alignment literally will not change. I have no idea what is wrong here, aside from a possible engine bug.


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 Post subject: Re: Wibbly wobbly grating
PostPosted: 19 Jun 2012, 18:55 
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Cyberdemon  Approved Adder
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Well, it's mostly offset-ed properly but not quite (you can see in the screenshot that it's still 1 pixel/unit off). On top of that there is this midtexture bleeding-like issue, which is odd, since the clipmidtextures flag is already set in MAPINFO.

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 Post subject: Re: Wibbly wobbly grating
PostPosted: 27 Jun 2012, 00:21 
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Revenant  i am a xaser
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Bleh. I dunno what to chalk this one up to now. Definitely an engine "whoops" since the clipmidtexture flag is set explicitly, too.


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 Post subject: Re: Wibbly wobbly grating
PostPosted: 27 Jun 2012, 11:36 
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Chaingunner  Chaingunner
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This is actually very simple to explain - slopes aren't taken into account when clipping mid-textures and never have been. you either live with it or move the grate out of the slopes.


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 Post subject: Re: Wibbly wobbly grating
PostPosted: 27 Jun 2012, 13:27 
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Or add a sector in between that isn't sloped but 2px thick, and don't add any lower textures ;)


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