Clownslay Posted May 19, 2020 I am currently working on a Doom 2 WAD and I am using a texture pack that is a PK7 file. Is there a way that I can add that file into my WAD using Slade and have it work? 0 Quote Share this post Link to post
Kappes Buur Posted May 19, 2020 (edited) https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement See 7z Edited May 19, 2020 by Kappes Buur 0 Quote Share this post Link to post
Tango Posted May 20, 2020 I think you'll have to do things the other way around. wads cannot contain pk3/pk7/zip files, but pk3/pk7/zip files can contain wads. for a combined mapset + mod I made a while ago, I basically opened up the pk3 texture pack I had, and used Slade's Entry -> Import feature to just import my levels in .wad form (the name of the wad doesnt matter if it's in the root of the pk3/pk7/zip), and voila! now I have a combined texture pack + levels in a single pk3. I don't know if Slade can handle pk7 in exactly the same way as pk3. if it can't open pk7 files natively, then it might be worth opening the pk7 with 7zip, re-zipping it and renaming from .zip to .pk3, then doing the wad import process I described above. lemme know if you want clarity on any of that - I'd be happy to record a quick desktop video or post pictures or something too 0 Quote Share this post Link to post
Clownslay Posted May 20, 2020 52 minutes ago, Tango said: I think you'll have to do things the other way around. wads cannot contain pk3/pk7/zip files, but pk3/pk7/zip files can contain wads. for a combined mapset + mod I made a while ago, I basically opened up the pk3 texture pack I had, and used Slade's Entry -> Import feature to just import my levels in .wad form (the name of the wad doesnt matter if it's in the root of the pk3/pk7/zip), and voila! now I have a combined texture pack + levels in a single pk3. I don't know if Slade can handle pk7 in exactly the same way as pk3. if it can't open pk7 files natively, then it might be worth opening the pk7 with 7zip, re-zipping it and renaming from .zip to .pk3, then doing the wad import process I described above. lemme know if you want clarity on any of that - I'd be happy to record a quick desktop video or post pictures or something too Seeing some kind of visual would definitely help if it's not too much work for you. Thanks. 1 Quote Share this post Link to post
Tango Posted May 20, 2020 52 minutes ago, Clownslay said: Seeing some kind of visual would definitely help if it's not too much work for you. Thanks. sure thing! do you think you might be able to send me the pk7 texture pack you're using? I think that would be helpful as I could walk through with that specifically 0 Quote Share this post Link to post
Clownslay Posted May 20, 2020 33 minutes ago, Tango said: sure thing! do you think you might be able to send me the pk7 texture pack you're using? I think that would be helpful as I could walk through with that specifically I can't upload the file because it's too big, but I can give you the link. It is the Quake II Texture Pack. https://realm667.com/index.php/en/texture-stock-mainmenu-152-97360/other-sources-styles-mainmenu-155-26369?start=30 1 Quote Share this post Link to post
Kappes Buur Posted May 20, 2020 (edited) Since you are mapping for DOOM : DOOM2 (Doom format), based on Demonic Dawn Neighborhood.wad, you have to do some texture converting before you can use the Quake2 textures with that format. Slade3 does not work with the pk7 format. Therefore use 7zip to extract the textures to a dedicated folder. You will notice that the textures are in png format, which engines adhering to the original DOOM standards, such as Choco or PrBoom+, do not support. Open your pwad with Slade3 and drag all extracted textures between P_ markers (P_START and P_END). Highlight all textures and select Convert Gfx to ... . In the pop-up menu select Convert to: Doom Gfx (Paletted). Then Convert All. The conversion process takes one minute and 55 seconds on my computer. When the conversion process is finished, all textures are now in Graphic (DOOM) format. Highlight all textures again and rightclick on one of them to open another pop-up menu. Select Graphics - Add to TEXTUREx. On the next pop-up menu select Yes. On the next pop-up menu two selctions are preselected: Doom (TEXTURE1+PNAMES) and Create NEW (Empty). Click on OK. Three lumps are appended to the list: S3DUMMY is added to the patches, and PNAMES and TEXTURE1 to the end of the list. Change TEXTURE1 to TEXTURE2. Spoiler Now you are ready to use the Q2 textures in your pwad. However, most likely you will not use every one, so use Slade3 archive maintenace feature to delete the unused textures (patches). Edited May 20, 2020 by Kappes Buur 1 Quote Share this post Link to post
Tango Posted May 20, 2020 @Clownslay here's a brief video going over the process. it's processing as I write this, but it will probably be done by the time you see it. as mentioned, I'm assuming you're mapping for a ZDoom-based port (like GZDoom or Zandronum). if you're mapping for a non-ZDoom port, you'll have to follow the instructions that Kappes Buur outlined in the post before this one. let me know if this helps! 0 Quote Share this post Link to post
Clownslay Posted May 20, 2020 12 hours ago, Tango said: @Clownslay here's a brief video going over the process. it's processing as I write this, but it will probably be done by the time you see it. as mentioned, I'm assuming you're mapping for a ZDoom-based port (like GZDoom or Zandronum). if you're mapping for a non-ZDoom port, you'll have to follow the instructions that Kappes Buur outlined in the post before this one. let me know if this helps! Thanks for helping me out with that, I appreciate it. 1 Quote Share this post Link to post
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