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Well, it is working fine.

Since there's no support for it in the QBSP compiler yet, I manually duplicated the internal textures in the WAD to create the scrolling variants. However, as stated before, all variants shares the same FQM and FQT texture data, so there's no waste of memory in using the HD textures.

The only issue I had was when using the Wally editor to duplicate textures, because the copies created by it are not actually identical, and this caused the copies to have incompatible CRC values (which made it impossible for the engine to share the HD texture data with them). But when using the TexMex editor instead, the duplicates were perfect.

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New Scrolling Texture Standard

Implemented a new standard for scrolling textures that allows multiple instances of the same texture to scroll in different directions. Running in the Retroquad game engine: https://www.patreon.com/mankrip

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