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Author Topic: [TUTORIAL] Importing new textures into MM8BDM  (Read 55535 times)

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January 20, 2012, 08:19:20 PM
Reply #30

Offline BiscuitSlash

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #30 on: January 20, 2012, 08:19:20 PM »
I quickly need quick help with something.

This texture is 96x48, and it is the only texture I can choose for my map.

Quote from: "CutmanMike"
Make sure the image is to the power of 2. Textures in Doom MUST obey this rule or they will get scewed in certain situations (especially for software users). Textures will usually be be 16, 32, 64, 128, 256, 512 or 1024 pixels high/wide, meaning they can be rectangular.
Is there any way I can make this tile fit that rule? I can't seem to arrange it into a looping power of 2 texture size.

January 20, 2012, 08:57:01 PM
Reply #31

Offline Korby

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #31 on: January 20, 2012, 08:57:01 PM »
Not sure why that's the "only texture you can use" but 48x48 might be fine, so you could probably just use that.

January 21, 2012, 05:18:59 AM
Reply #32

Offline NemZ

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #32 on: January 21, 2012, 05:18:59 AM »
That's twice as wide as it needs to be to tile perfectly, but it looks slightly off-center.  Make sure to crop it so that it breaks in the middle of a gap in one row of the bricks, otherwise you'll have slightly jagged edges at corners.

January 21, 2012, 01:02:20 PM
Reply #33

Offline BiscuitSlash

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #33 on: January 21, 2012, 01:02:20 PM »
Ahh, how did I not notice that....

I'l change it to 48x48, but when using that one that I tried....
(click to show/hide)

EDIT: Don't worry, I've found some textures that suit what I'm aiming for much better and they are in 32x32 format.

June 30, 2012, 09:42:06 PM
Reply #34

Offline Pikmin747

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #34 on: June 30, 2012, 09:42:06 PM »
This may not be the place to ask but…

How can I give slopes different textures?

December 30, 2012, 04:19:44 AM
Reply #35

Knux

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #35 on: December 30, 2012, 04:19:44 AM »
I don't know if someone will come to my aid here, but I'm desperate.

Quote
  XScale 0.5 // Used to tell Doom to scale the textures up, do not change!
   YScale 0.5 // Same as above
And then I changed it to 0.0 because the textures I have are big enough. And everything crashes. Isn't there a way to keep them in the size they are? Do I really need to double it!?

December 30, 2012, 04:49:51 AM
Reply #36

Offline Ivory

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Re: [TUTORIAL] Importing new textures into MM8BDM
« Reply #36 on: December 30, 2012, 04:49:51 AM »
Just omit the scales entirely from the texture definition.

July 30, 2016, 04:28:49 PM
Reply #37

Offline TheRealRoyale

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« Reply #37 on: July 30, 2016, 04:28:49 PM »
How do i make animated tiles, like a conveyer belt (for solar man's stage, i want to contribute to v6)?

July 30, 2016, 08:03:05 PM
Reply #38

Offline fortegigasgospel

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Re: *my dad has a kingler flashbacks
« Reply #38 on: July 30, 2016, 08:03:05 PM »
Quote from: "TheRealRoyale"
How do i make animated tiles, like a conveyer belt (for solar man's stage, i want to contribute to v6)?
Hope this helps, obviously set it up to fit your map codes, change the tics and test what works best, the highlighted section on the bottom is the texture names for reference of where I'm fetching them from. If you need more help then this I'll go into better detail.