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Best way to replace Vanilla textures?


ChrisVR

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I would like to make a texture pack based on Duke3D textures, however, I want my WAD to replace original textures. I had some luck by making textures folder and placing PNG files inside with the same name as original files (ie PIPE4) but it seems like not all textures are working.. Am I doing something wrong? Is there a better way to do what I want to achieve?

 

Hexen textures are well made for Doom.

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What you would have to do is replace the patches from the IWAD you're using (such as Doom II), by placing them in between the PP_START and PP_END markers, then use the TEXTURE1 and PNAMES lumps to make your textures look the way you want. In PNAMES, you would have to define what patch is what so TEXTURE1 knows what patch to stick onto what texture. If you're not targeting a ZDoom-based port, you will need to convert the .png files to Doom graphics in the wad, which Slade can do for you.

If you are targeting a ZDoom-based port, you can keep the .png files and use the TX_START and TX_END markers, place your texutres in between them, and rename them to whatever texture you want to replace.

If something's unclear, let me know.

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Honestly I would really appreciate for more step by step guide!

 

I have successfully replaced some textures just by  naming them as original DOOM 2 textures and I have used PNG format. It works with gzDoom. But there are some textures that does not seem to work this way. Looking at other texture mods, they don't really replace textures in a way I did but I guess they follow more official way with things like PP_START etc. 

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All textures, the ones displayed on walls, are kept in the DOOM2 engine in two databases:

TEXTURE1 and PNAMES

And a texture can be made up of just one patch or a multitude of patches.

 

For example the texture NUKEDGE1:

In an editor, such as GZDB-BF, and in-game this texture looks like this

BOK5Fx1.png

 

However, when looked at with a lump editor, such as Slade3, it becomes evident that this texture, NUKEDGE1, is made up from several patches:

0yvgiau.png

 

Now, if you replace the image of a single patch texture but keep the same name of that single patch, you can do that. But, imagine that you would replace a multi-patch texture with a different image but keep the same name, how would that texture look like, when the names in the databases have not been changed, you would get a Frankentexture.

 

Therefore, it would be a lot easier to import a totally new patch and update the databases TEXTURE1 and PNAMES.

http://slade.mancubus.net/index.php?page=wiki&wikipage=How-to-Import-Textures

 

 

 

Edited by Kappes Buur

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That explains it a bit!

Thank you so much for taking your time for response.

I'll try to use your method above.

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To mention an alternative if you use an advanced port like GZDoom.

GZDoom, while compatible with vanilla DOOM, does not require the TEXTURE1 and PNAMES lumps. New images can be imported between TX_ markers, preferably in png format to retain its own palette. The bonus would be, that the same image can be used on walls as well as floor/ceiling.

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You can also just load a new texture with the same name found in TEXTURE1 inside a PK3 and it will replace the final multi patch texture just fine.

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