TheDanMarine Posted April 22, 2023 (edited) I couldn't find a really easy, simple explanation for adding a texture into a map (even doomkid's video skipped over a lot of stuff I had to brute force figure out on my own and the wiki is so dense that I can't find what I was actually looking for in all that text, which is how to actually do it. ), so I figured I'd write one. note that this is only for one texture, not a texture pack, to keep things simple. first, open up slade3. make sure all other editors are closed before you do this, or you might corrupt your wad. open up your wad inside of slade. now, you're going to want to click this button: unless your wad already has textures, in which case you'll want to click on texture1 on the side panel, then click edit textures instead: a dialog will pop up, hit yes then select for whatever you're doing (doom for doom, strife for strife, zdoom if you don't care about vanilla compatibility.) for your base wad, choose whichever game you're modding. create new is better for doing all custom textures, because you won't have access to the vanilla textures outside of zdoom. (thanks Gez!) that will do a lot of the heavy lifting for us. now, in the new texture tab that's created there's an import files button on the left side, located here: click this, then select your image in the file dialog that pops up. if it worked, then your image and it's name will show up right under "TEXTURES". save, and then you'll be able to select it from the texture list when you open it in a map editor. just go down to where your wad's name is listed and type in the name of the new texture. the only difference to this part if you select from base resource is that your new image will be at the bottom of the long list of textures. if anyone's still struggling after reading this please let me know why so I can add to it. Edited April 22, 2023 by TheDanMarine 2 Quote Share this post Link to post
Gez Posted April 22, 2023 5 minutes ago, TheDanMarine said: a dialog will pop up, hit yes then select for whatever you're doing (doom for doom, strife for strife, zdoom if you don't care about vanilla compatibility.) since we don't have a base wad, we'll also choose create new (empty). Beware that if you do that for a non-ZDoom project, then the textures you add to your wad will be the only textures you'll have in the game. Every texture from the base game (Doom, Doom II, TNT, Plutonia, Heretic, whatever) will be missing. Absolutely do set your base resource to the IWAD you're targeting, and only create new empty texture lists if you're modding for ZDoom or making a TC where every single texture you use is new. 1 Quote Share this post Link to post
TheDanMarine Posted April 22, 2023 (edited) 14 minutes ago, Gez said: Beware that if you do that for a non-ZDoom project, then the textures you add to your wad will be the only textures you'll have in the game. Every texture from the base game (Doom, Doom II, TNT, Plutonia, Heretic, whatever) will be missing. Absolutely do set your base resource to the IWAD you're targeting, and only create new empty texture lists if you're modding for ZDoom or making a TC where every single texture you use is new. thank you for that information, I'll edit the main post right away. edit for question: that puts every single base resource texture into your own wad. isn't that.. bad? Edited April 22, 2023 by TheDanMarine 0 Quote Share this post Link to post
Gez Posted April 22, 2023 24 minutes ago, TheDanMarine said: edit for question: that puts every single base resource texture into your own wad. isn't that.. bad? Nope. That puts the definitions, but not the actual graphics (patches). If you don't do that, then Doom will only load the last TEXTURE1 lump and the last PNAMES lump and will therefore not know about all the other textures. 1 Quote Share this post Link to post
TheDanMarine Posted April 22, 2023 oh alright. I'll leave it as it now then unless someone else chimes in. thanks a lot for the help! 0 Quote Share this post Link to post
lenochware Posted September 21, 2023 I would love if ultimate doom builder would have something like "SAVE WITH TEXTURES..." feature, which would copy all used textures from resource texture-pack and put them into my map... Adding textures from texture packs like OTEX is pain now... Or is there some easy way? 0 Quote Share this post Link to post
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