Jump to content

So, what's the "correct" way to add custom textures to Chocolate/Vanilla Doom?


PraoLmao

Recommended Posts

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.

image.png.b4eab83fc3cb40c7a3a8e3c7114c3db3.png

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.

Share this post


Link to post
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.

Share this post


Link to post
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:

 

 

vnCn6nD.png

 

 

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 by Kappes Buur

Share this post


Link to post
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!

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...