Silhouette 03 Posted May 9, 2021 I'm attempting to use the Doom 3 retro texture set by HIdfan, and I cannot for the life of me get it to work. How do I load the file with the PNGs as textures ( since I get 123 error messages when loading it as a directory) or make the folder into a WAD? Which is the best (AKA easier, since I'm still a beginner) option of the two? Any help would be much appreciated. 0 Quote Share this post Link to post
P41R47 Posted May 9, 2021 share the texture pack so we can see whats the problem with it. 0 Quote Share this post Link to post
Silhouette 03 Posted May 9, 2021 (edited) Right, sorry. Edit 1: @P41R47 it says I can only upload 25 mb. What do I do? Edited May 9, 2021 by Silhou3tte 0 Quote Share this post Link to post
P41R47 Posted May 9, 2021 11 minutes ago, Silhou3tte said: Right, sorry. Edit 1: @P41R47 it says I can only upload 25 mb. What do I do? is there a link to download it from other place? i don't seem to find it for some reason 0 Quote Share this post Link to post
Mr.Rocket Posted May 9, 2021 You may want to check page 11 where I've updated the pack and highlighted details on how to set things up to use the pack with UDB. https://www.doomworld.com/forum/post/1838329 In short, basically start a New Map, then load your Doom2.wad as the primary resource wad, of course. Then load the pk3 if you're using the hi-res version of the texture pack. ~ Select the pk3 under the "Add Resource dialog, Pk3/Pk7 tab". Ok it, and you should be good from that point. ;) 1 Quote Share this post Link to post
Aurelius Posted May 9, 2021 Make sure that you choose "From Directory" when you add the resources. Choose the folders D3Retro_v3.6_TEXTURES and D3Retro_v3.6_BRIGHT, both of which contain a folder called "textures" with the actual image files. This way it follows the proper directory structure and the editor is able to find them. Alternatively you can load the "textures" folders directly if you choose the "Load images in directory root as textures". It will however ignore the 2x scale that is applied to all textures via the textures.txt, so I wouldn't recommend that (unless that's specifically what you want). 2 Quote Share this post Link to post
Mr.Rocket Posted May 9, 2021 You can use from directory if you like, but when I made the pk3 I set up it so one would only need to load it as pk3, this way the brightmaps and scripts I've added work without having to add anything extra. I tried to make it as end user friendly as possible, at the time. ;) 2 Quote Share this post Link to post
Silhouette 03 Posted May 10, 2021 Thank you both for the help. It is much appreciated! 0 Quote Share this post Link to post
Mr.Rocket Posted May 10, 2021 (edited) Np. ;) Keep in mind that depending which pack you use whether it's the (hi-res 111mb) or the (low-res 19mb) version, that resource pack will need to be added to your download release as a separate download. For example when releasing your wad to the public the texture pack will need to be released along with it. ~ or a link to it. Or if you're savvy enough, you could create your wad in a way so it contains (only the textures used) from from the pack, and texture script it might need.. ~ not counting Doom textures, of course. Otherwise your wad will either be 111mb or 19mb + the file size of your map(s). Edited May 10, 2021 by Mr.Rocket 1 Quote Share this post Link to post
Silhouette 03 Posted May 10, 2021 I hate to bother you further, but is there anyway to categorize these textures? I'm having trouble working out which textures fit what theme. 0 Quote Share this post Link to post
Mr.Rocket Posted May 10, 2021 (edited) There is, but it would be a lot of work to do it in the texture pack its self, it requires renaming. And if you take a look at the texture.txt, it's over 12000 lines so you might have guessed it took a little while for me to do that, heh. I'm pretty sure @hidfan did the best he could at keeping them in order, or at least in the naming convention of the original Doom3 textures. So you'll just have to go through them man. Just selecting the D3Retro TEXTURES at the bottom of the textures tree in UDB is "for now" your only best bet. ~ unless someone has a better way at going about it, that I don't know about yet. ;) Edited May 10, 2021 by Mr.Rocket 0 Quote Share this post Link to post
Silhouette 03 Posted May 10, 2021 Ok, cool. I was just wondering, not trying to undermine your and hidfan's hard work or anything. Thank you again for the help. These textures look fantastic. Hopefully something good will come out of this ;) 1 Quote Share this post Link to post
Mr.Rocket Posted May 10, 2021 (edited) Besides some common brightmaps that I added to the pack, there's a few animated brightmaps also that might interest you. One being M1, through M12 I think? Have a look at it, make a 128x128 wall area, apply the M1 texture to it. It's the D3 rotating UAC logo that you'd see in D3's UI computer monitors. ;) ~ the texture can easily be scaled within UDB to fit a common doom style monitor in your map, if wanted. Anyway, have fun and good luck! ;) Edited May 10, 2021 by Mr.Rocket 1 Quote Share this post Link to post
Mr.Rocket Posted May 12, 2021 (edited) On 5/10/2021 at 1:14 PM, Mr.Rocket said: unless someone has a better way at going about it, that I don't know about yet. ;) Ah, apparently there's a filter that can be set in DB that I wasn't aware of: Doom 3 Textures for Doom - Page 12 - WADs & Mods - Doomworld I can't say that I've ever messed with it however, I see how it works.. (but if you feel baffled, then reframe from doing so.) ;) Cheers! Edited May 12, 2021 by Mr.Rocket 1 Quote Share this post Link to post
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