PraoLmao Posted October 24, 2022 To give you the long and short of it, I've been trying to figure out how to properly add custom textures to Chocolate Doom because I figured it was a good habit to get into if I wanna try making custom maps, so I followed this video here, which worked out really well, except the only issue is that now my added textures are jumbled in with the vanilla textures in UDB. It's not a massive problem for me but is there a better way to add textures to avoid this issue at all? Because it'd make things more convenient for me when making the actual maps, thanks. 0 Quote Share this post Link to post
Doomy__Doom Posted October 24, 2022 2 hours ago, YoshiGa said: except the only issue is that now my added textures are jumbled in with the vanilla textures in UDB. Take a look at configuration under "Ultimate Doom Builder\Configurations\Includes\Doom_texturesets.cfg". You can define your own categories by analogy to classify custom texture sets. Some popular texture packs such as OTEX come with custom cfg for that purpose. 0 Quote Share this post Link to post
NiGHTMARE Posted October 24, 2022 An alternate solution would be to give all the new texture names a particular prefix, e.g. _ 1 Quote Share this post Link to post
Kappes Buur Posted October 24, 2022 (edited) 6 hours ago, YoshiGa said: ... , except the only issue is that now my added textures are jumbled in with the vanilla textures in UDB. When adding new textures to original DOOM format maps you have two choices: 1. Choosing Import from Base Resources will add the new textures to the list of the original textures in TEXTURE1 and PNAMES. You will see all textures as you have now. 2. Choosing Create New will do just that, create a new list in TEXTURE1 and PNAMES of just the new textures. If you load that into the game engine then the new TEXTURE1 will overwrite the original TEXTURE1, which would not be good at all.. The solution is: Rename TEXTURE1 to TEXTURE2. Now both sets are shown, TEXTURE1 and TEXTURE2. Choosing 2 has its own pitfall though. Adding additional texture packs such as OTEX, which has its own TEXTURE2 lump, one would have to combine both texture sets. Edited October 24, 2022 by Kappes Buur 1 Quote Share this post Link to post
PraoLmao Posted October 24, 2022 4 minutes ago, Kappes Buur said: The solution is: Rename TEXTURE1 to TEXTURE2. Now both sets are shown, TEXTURE1 and TEXTURE2. This is exactly what I was looking for, thank you so much! 0 Quote Share this post Link to post
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