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 Post subject: Fixing the texture bleeding effect
PostPosted: Tue May 22, 2012 8:40 pm 
Cyberdemon
Cyberdemon
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Joined: Mon Mar 14, 2011 11:34 am
Posts: 1836
Location: MAP30
What do you guys do to eliminate the texture bleeding visual effect? :|

Spoiler:
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 Post subject: Re: Fixing the texture bleeding effect
PostPosted: Tue May 22, 2012 10:04 pm 
Cyberdemon
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Joined: Sun Mar 13, 2011 4:45 am
Posts: 2278
Sorry, what is the texture bleeding effect?


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 Post subject: Re: Fixing the texture bleeding effect
PostPosted: Wed May 23, 2012 8:04 pm 
Cyberdemon
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Posts: 1836
Location: MAP30
Look at that texture. It seems going inside the floor.

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 Post subject: Re: Fixing the texture bleeding effect
PostPosted: Wed May 23, 2012 9:30 pm 
Cyberdemon
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Joined: Sun Mar 13, 2011 4:45 am
Posts: 2278
Glassyman wrote:
Look at that texture. It seems going inside the floor.

Well that is odd!
I think it is an option in ZDoom!
Just not sure!


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 Post subject: Re: Fixing the texture bleeding effect
PostPosted: Thu May 24, 2012 8:34 am 
Chaingunner
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Joined: Mon Feb 20, 2012 8:04 am
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Create a MAPINFO lump in your wad and inside the MAPINFO lump, make sure to put "ClipMidTextures". Here is an example:
Code:
Map MAP01 "My Map"
{
     LevelNum = 1
     Next = "MAP01"
     SecretNext = "MAP01"
     Cluster = 0
     Sky1 = "SKY1"
     Music = "D_RUNNIN"
     ClipMidTextures //<----- This is what you want.
}

Also, if you're mapping in UDMF, you can simply apply the "ClipMidTex" property on the linedef directly in the editor. Learn more about MAPINFO here.


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 Post subject: Re: Fixing the texture bleeding effect
PostPosted: Sat May 26, 2012 8:28 pm 
Cyberdemon
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Joined: Mon Mar 14, 2011 11:34 am
Posts: 1836
Location: MAP30
jdagenet wrote:
"ClipMidTextures"

Works. :rockon: :rockon: :rockon:

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