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Difference between TEXTURE1 and TEXTURE2 lumps and how to go about it


nrofl

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So I am trying to make an Episode for Ultimate Doom and I was wondering the difference between TEXTURE1 and TEXTURE2 lumps and which custom textures to put in which lump. Also going about creating the second lump in SLADE is also something I dont know how to go about. Thanks.

Edited by nue

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Why id software split up the textures in DOOM Ultimate into TEXTURE1 and TEXTURE2 seems to be a mystery. I guess 2 separate graphics artists were commissioned to create texture content and each was assigned a TEXTURE folder. But, who knows.

 

Essentially there is no difference which TEXTUREx lump you want to use for your own textures. Convention for pwads is to use TEXTURE1.

 

But in the end it depends on you how you want to include custom textures. For Ultimate DOOM use either, Texture1 or Texture2.

 

For DOOM2 it seems that the guys at id software smarted up and used just TEXTURE1 for all textures. And a good thing that is. For example, in Eviternity the TEXTURE2 lump was used for all custom textures to keep them separate from the DOOM2 textures.

 

Follow the tutorial on the Slade3 WIKI on how to include custom textures into your pwad.

Or my tutorial.

 

 

Edited by Kappes Buur

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TEXTURE1: shareware textures.

TEXTURE2: textures exclusive to the registered / commercial version.

 

You can edit either one to add new textures, actually.

 

As for your second question, you basically copy these lumps of doom.wad and paste them into your custom PWAD. doom.wad already has a TEXTURE2 lump.

 

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TEXTURE1 is for the textures used in Episode 1, the shareware episode, and TEXTURE2 is for the rest of the textures found only in the full game.

 

You'll notice that patches and flats are likewise split, with P1_START/P1_END, P2_START/P2_END, etc. This has no bearing on how the game works, but it made it simpler to split the resources between what's needed for doom1.wad and what's needed for the full doom.wad.

 

Doom II does not have a shareware version, so it only uses TEXTURE1 as there is no need for it to split the texture definitions between shareware and full, and the game is already programmed to ignore TEXTURE2 if it doesn't find it.

 

On dimanche 29 mars 2020 at 6:59 PM, Kappes Buur said:

Why id software split up the textures in DOOM Ultimate into TEXTURE1 and TEXTURE2 seems to be a mystery. I guess 2 separate graphics artists were commissioned to create texture content and each was assigned a TEXTURE folder. But, who knows.

There's nothing mysterious about it. They didn't commission any graphic artist, they had Adrian Carmack and Kevin Cloud in their team as regular employees. Both made textures that can be found in the shareware, and both made textures that can be found in the full game, so the split corresponds only to shareware/fullgame and nothing more. I know.

Edited by Gez

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