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-
- > Great! That was the kind of information I wanted, but I could use
- > some more.. How pixel high will a wall has to be, to be compared with
- > lets say one ordinary meter?? It is of great matter so that you can
- > do the walls, rooms, as realistic as possible. About the 128 hight
- > restriction, you mean it is possible to have one wall that is 200
- > pixels wide and have a hight of 128 pixels, and beside the wall I
- > could have one wall that is 100*65 another above that is 50*35 and so
- > on?? Am I right??
-
- All the wall textures in Doom are 256x128 or less. They are also all
- based on 2^x widths (8,16,32,64 etc).All floors are fixed at 64x64
- pixels. I can't remember exactly, but Bad Mood may be able to deal with
- funny sized textures (25x21 etc). Just don't exceed the 256x128 limit
- or expect a crash (the temporary composite buffer is limited to 256x128
- pixels when compositing patches into textures).
-
- Actual walls (not the textures, but the walls themselves) can be any
- height up to around 1024 - maybe ever higher depending on the Doom engine
- version. I don't know BM's limit. I'm not sure there actually is a sensible
- one. Walls greater than 128 'units' high will 'tile' the texture vertically.
-
- Tiling cannot be used on walls shorter than 128 units, and you must never
- use textures less than 128 pixels high on a wall more than 128 units high
- - otherwise it will still tile using 128-high strips, and produce crap-filled
- gaps between the tiles.
-
- In other words, if you want to tile vertically, or you want to make a wall
- higher than 128 'units' then you are forced to use a 128-pixel high texture
- whether you like it or not.
-
- Doug
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