TheGreenZap Posted June 23, 2021 So one of the things that has been kind of a pain to me when mapping is when I use textures from another texture pack/wad other than the textures that are included in Doom II for example. I want to import just the textures I have used from the pack instead of including the entire pack. Which I know how to do, but it took me almost all day the last time because I went through each area of my map figuring out which textures I used from the pack so I knew which ones to import. I was curious how you guys do it? Do you keep track as you go or do you just have players load the entire texture pack with your wad? Is there an easier way to keep track of the textures you use? 0 Quote Share this post Link to post
RDETalus Posted June 23, 2021 (edited) What I do is merge the entire texture pack(s) into my WAD with Slade3. That involves copying all the texture lumps from the texture pack(s) into my WAD, then updating the PNAME, TEXTURE1, ANIMATED, and SWITCHES lumps. It sounds like a lot of work, but if you're smart about it and use the copy / paste functions, you can do it pretty easily all within Slade3. When I want to publish my WAD, I simply use the remove pname / texture feature of Slade3. It automatically gets rid of all the textures I never used. This is very useful if you are planning to use a lot of textures from a texture pack. If I only need 3-5 textures from another WAD, I just do it exactly like you do it. Doom Builder Ultimate allows you to filter your textures by the WADs they came from as well, so I don't need to fly through the whole map looking at what textures I used, I just pull up the texture selection window, filter by WAD, then it just tells me all the textures I used from HEXEN.WAD for example. Edited June 23, 2021 by RDETalus 3 Quote Share this post Link to post
Darch Posted June 23, 2021 @RDETalus the problem with this "delete unused textures" option is that it also deletes frames of animated textures, since you generally don't place them all into maps, breaking their animations. If I had few animated textures, I would make some walls outside of the map with every frame of them. (didn't test it, but should work) @TheGreenZap I look at doombuilder which textures were used, exactly as @RDETalus mentioned above, which can be a slow and painfull task if you have lots of textures. I was just about to ask the same as you, if there was an easier method. 1 Quote Share this post Link to post
TheGreenZap Posted June 23, 2021 Thanks guys, this does help. I didn't know about the checkbox "Used textures at the top, that is very helpful in itself. 2 Quote Share this post Link to post
"JL" was too short Posted June 25, 2021 On 6/23/2021 at 9:29 AM, RDETalus said: What I do is merge the entire texture pack(s) into my WAD with Slade3. That involves copying all the texture lumps from the texture pack(s) into my WAD, then updating the PNAME, TEXTURE1, ANIMATED, and SWITCHES lumps. It sounds like a lot of work, but if you're smart about it and use the copy / paste functions, you can do it pretty easily all within Slade3. When I want to publish my WAD, I simply use the remove pname / texture feature of Slade3. It automatically gets rid of all the textures I never used. Do you (or anyone) happen to know if this also works for textures in a pk3? 0 Quote Share this post Link to post
RDETalus Posted June 25, 2021 8 hours ago, jerrysheppy said: Do you (or anyone) happen to know if this also works for textures in a pk3? Sorry, I have no idea how the pk3 works, I don't know how to work with GZDoom at all 0 Quote Share this post Link to post
TheGreenZap Posted June 25, 2021 10 hours ago, jerrysheppy said: Do you (or anyone) happen to know if this also works for textures in a pk3? I do know that pk3 is like a zip file. So you could try unzipping it first. 0 Quote Share this post Link to post
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