Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => Topic started by: Atariangamer on June 01, 2008, 02:17:46 PM

Title: Scaled Floors...
Post by: Atariangamer on June 01, 2008, 02:17:46 PM
I was playing through TUCQ on GZDooM (using that patch I had pieced together) and was getting annoyed at the floors. In the Legacy version, Highres wasn't there, so any large textures and floors were just placed on the grid. This was how Boingo made the teleporters and the steelpanels to work in some levels. However...in GZDooM, they get scaled down as the engine sees them as Hires. Anyone know how to fix that?

...or maybe no one cares...
Title: Re: Scaled Floors...
Post by: Lucius on June 13, 2008, 05:26:51 PM
I think there might be a way to fix this by going into the highrestex lump or something like that. You have to do something to define the texture size in pixels so it doesn't downscale it.
Title: Re: Scaled Floors...
Post by: Atariangamer on June 19, 2008, 07:03:16 PM
wow, didn't see this.

You think it would work? I need to look up the HIRESTEX thing...
Title: Re: Scaled Floors...
Post by: Lucius on June 22, 2008, 03:01:37 PM
It should work. I think it's in the gzdoom documentation thread.