Alexagon Posted June 11, 2020 Specifically the ADEL_J series of textures. I want to use them in my WAD but I'm not sure how to proceed from making it work here. Can anyone help a gal out? 1 Quote Share this post Link to post
plums Posted June 11, 2020 (edited) ADEL_J* textures are actually flats, meaning they're floor/ceiling textures. Advanced engines like ZDoom can use those as wall textures and vice-versa, but otherwise you can't as they're a different file format than ones used for wall textures. If you want to make them into wall textures, here's what you'd do with SLADE: * Select all the flats you want to turn into wall textures. You can shift-click to select a range. Copy them with Ctrl-C or Edit->Copy, and paste them somewhere between the PP_START and PP_END markers. * Select all the copied textures, click the big "Convert Gfx To..." button in the right pane, and convert them to "Doom Gfx (Paletted)" * Rename them so they don't have the same name as the flat. You could delete the underscore or replace it with a dash, for example. (the names have to be 8 characters or less.) * With all the new textures selected, right click one, select Graphics->Add to TEXTUREx. Save the wad with a new filename, and you should be good. When your map is finished, you'll need to copy all the entries into your wad. Make sure you include the GothicTX disclaimer somewhere in a textfile that's included with your map. Feel free to ask more questions if this isn't enough info. Edited June 11, 2020 by plums 1 Quote Share this post Link to post
Alexagon Posted June 11, 2020 11 minutes ago, plums said: ADEL_J* textures are actually flats, meaning they're floor/ceiling textures. Advanced engines like ZDoom can use those as wall textures and vice-versa, but otherwise you can't as they're a different file format than ones used for wall textures. If you want to make them into wall textures, here's what you'd do with SLADE: * Select all the flats you want to turn into wall textures. You can shift-click to select a range. Copy them with Ctrl-C or Edit->Copy, and paste them somewhere between the PP_START and PP_END markers. * Select all the copied textures, click the big "Convert Gfx To..." button in the right pane, and convert them to "Doom Gfx (Paletted)" * Rename them so they don't have the same name as the flat. You could delete the underscore or replace it with a dash, for example. (the names have to be 8 characters or less.) * With all the new textures selected, right click one, select Graphics->Add to TEXTUREx. Save the wad with a new filename, and you should be good. When your map is finished, you'll need to copy all the entries into your wad. Make sure you include the GothicTX disclaimer somewhere in a textfile that's included with your map. Feel free to ask more questions if this isn't enough info. I appreciate the hefty response. I find it weird that they included a texture lump for all the wall textures but not for the flats it seems. As far as converting them to a different palette, I didn't have to do it with the wall textures when I moved them over so presumably I wouldn't need to do them with the flats either. I have the textures I need already in my wad, do I just need to highlight the correct ones then add them to TEXTUREx? 0 Quote Share this post Link to post
plums Posted June 11, 2020 (edited) 13 minutes ago, Alexagon said: As far as converting them to a different palette, I didn't have to do it with the wall textures when I moved them over so presumably I wouldn't need to do them with the flats either. The conversion is not for converting them to a different palette, it's converting to a different data type entirely. "Doom Gfx (Paletted)" is just the name SLADE uses for normal non-flat-type graphics when converting. In the entry list it'll show up as "Graphic (Doom)", whereas the flats are "Graphic (Flat)". So you still need to duplicate and then convert them before adding to TEXTUREx. The reason there's no texture lump for the flats is because it doesn't need one -- for flats you just need them between FF_START and F_END and the Doom engine will recognize them. But for wall textures it checks the TEXTURE1/2 entries. A "better" question might be "why didn't they also make wall textures out of those graphics?" and the answer to that is that I guess they just thought those graphics only worked well for flats. 1997 internet speeds and disk sizes might have had something to do with it as well... Edited June 11, 2020 by plums 1 Quote Share this post Link to post
Alexagon Posted June 11, 2020 6 minutes ago, plums said: The conversion is not for converting them to a different palette, it's converting to a different data type entirely. "Doom Gfx (Paletted)" is just the name SLADE uses for normal non-flat-type graphics. In the entry list it'll show up as "Graphic (Doom)", whereas the flats are "Graphic (Flat)". So you still need to duplicate and then convert them before adding to TEXTUREx. The reason there's no texture lump for the flats is because it doesn't need one -- for flats you just need them between FF_START and F_END and the Doom engine will recognize them. But for wall textures it checks the TEXTURE1/2 entries. A "better" question might be "why didn't they also make wall textures out of those graphics?" and the answer to that is that I guess they just thought those graphics only worked well for flats. 1997 internet speeds and disk sizes might have had something to do with it as well... Okay, gotcha. I didn't intend to use them as walls so I just made the markers and pasted over the flats and it worked. Thanks a bunch!! 1 Quote Share this post Link to post
plums Posted June 11, 2020 Ah, I misunderstood. Glad there was enough info to fix the problem anyhow. 0 Quote Share this post Link to post
Alexagon Posted June 11, 2020 1 minute ago, plums said: Ah, I misunderstood. Glad there was enough info to fix the problem anyhow. One more question, is there a proper etiquette for giving credit in the wad to texture authors? 1 Quote Share this post Link to post
plums Posted June 11, 2020 (edited) In GOTHICTX.txt, the permissions say you need to include this paragraph somewhere in a text file accompanying your wad for GothicTX specifically: Quote * DISCLAIMER * This PWAD contains select texture(s) and flat(s) that can originally be found in GothicDM or Gothic2. Credit and thanks go out to the artist(s) of said flat(s) and texture(s) and also to the rest of the Gothic Crew (1997/98). The ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each said PKZIP archive contains thirty-two professional quality levels and music.http://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothicdm.ziphttp://cdrom.com/pub/idgames/levels/doom2/deathmatch/megawads/gothic2.zip Usually it's fine to just credit authors or resource packs somewhere. As an example, look at the text file for ancient aliens at the bottom of this page, which has some large blocks with resource credits. For resource packs, just writing somewhere e.g. "contains textures from cc4-tex" or whatever is enough. In general, intent is what matters, and as long as you make an effort to attribute things properly it will be good enough. Edited June 11, 2020 by plums 1 Quote Share this post Link to post
Alexagon Posted June 11, 2020 12 minutes ago, plums said: In GOTHICTX.txt, the permissions say you need to include this paragraph somewhere in a text file accompanying your wad for GothicTX specifically: Usually it's fine to just credit authors or resource packs somewhere. As an example, look at the text file for ancient aliens at the bottom of this page, which has some large blocks with resource credits. For resource packs, just writing somewhere e.g. "contains textures from cc4-tex" or whatever is enough. In general, intent is what matters, and as long as you make an effort to attribute things properly it will be good enough. Thanks a lot for the help, I very much appreciate it. 1 Quote Share this post Link to post
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