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40.000 lines of script warning related to textures.


Wo0p

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Hello there :)

 

Trying to test my latest map after supposedly adding the necessary textures and their textures lumps I get 40000 lines of script warnings saying "X-Texture references itself as a patch."

 

Another oddity is that after adding some textures from other texture packs their file get changed to "unknown" even though their original files are png. It happens after I save and exit SLADE and then start it up again.

 

What have I done wrong and/or what other information do you need to help me? Thank you for reading!

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You should put the source graphics into 'patches/' to ensure they are recognized as such by the texture management.

If there is no texture of type 'patch' with the given name the texture compositor goes into fallback mode, trying to find the most relevant texture of the same name, and what it finds is your own definition.

 

And if your source name is longer than 8 characters you have to specify the full path.

 

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You have sprites/textures with same names as their patches. If any real referenced patch is missing (or is not marked as patch), then the engine tries to find images with that name of any type (and only find the one defined in TEXTURES), which will probably lead to some self-reference recursion.

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Did you follow the correct procedure when adding the textures to the WAD, and place them between headers?

 

You have to convert PNG's into the doom palette so that they are in "Doom Gfx" format (or "Doom Flat" for 64x64 flats).

 

Showing screenshots of Slade showing where you put the textures would help.

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Ah right, I forgot to mention I'm using a pk3.

 

Ooooooh shite, I didn't do that.

 

I put the textures in Textures\

and texture patches in Patches\

Then in the root of the pk3 I have the TEXTURES definitions.

 

The texture packs I used are from different eras I think because some of them use the headers and TEXTURE1 and TEXTURE2 entries. Which I converted to TEXTURES.<customname>

 

sefdfdb.jpg.b8513140d861d3273bc8554a0a5a26c5.jpg

Edited by Wo0p

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:o

 

But all I did was copy paste the TEXTURES lump from other graphics packs (So a conversion of a TEXTURE1 or TEXTURE2 + PNAMES) into my pk3 and then copy pasted the textures of the same name. So are the graphics packs borked (Which I highly doubt) or what's going on my conversion process that causes this issue?

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Roight I started over entirely with adding my custom textures one by one after much hairpulling. Taking it slow one by one is definitely the way to go and testing regularly. But I'm wondering... what am I doing wrong here (Cos I still get a script warning about an unknown patch):

 

Pk3 format

base file name: "MARBSUP2bak.lmp"

put into the \Textures\ folder.

 

Textures  lump:

Texture "MARBSUP2", 8, 64
{
    Patch "MARBSUP2bak", 0, 0
}

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On 6/18/2023 at 5:13 PM, jaeden said:

You have sprites/textures with same names as their patches. If any real referenced patch is missing (or is not marked as patch), then the engine tries to find images with that name of any type (and only find the one defined in TEXTURES), which will probably lead to some self-reference recursion.

 

1 hour ago, Professor Hastig said:

You should put the source graphics into 'patches/' to ensure they are recognized as such by the texture management.

If there is no texture of type 'patch' with the given name the texture compositor goes into fallback mode, trying to find the most relevant texture of the same name, and what it finds is your own definition.

 

And if your source name is longer than 8 characters you have to specify the full path.

 

 

That worked and thanks a lot for the explanation. I think what you said is what Jaeden said above as well, but I just didn't understand it at the time. So. Guess I need to be told twice xD Sorry Jaeden! And thanks all :)

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Hello friends, 

 

I know this post is old but I am running into same issue and I am trying to understand what to do but am stuck.  I want to mension, these are NOT causing any noticable issues.  When i run the map in GZdoom outside of the editor, the textures appear just fine.  Allow me to elaborate:

 

I have 4 screenshots i took on my computer. these output in PNG 4k, so 3840x2160.  I went online and used some random image scaler to get them down to 256x128 and ignore the aspect ratio (i just wanted it to be an easy to work with size that udb plays nice with lol).  Following standard procedures, I took these new PNGs and added them to the wad using the same steps I have for all other instances in this wad.  Steps as follows:

>drag and drop the png into slade

>optimize png

>get some error that i cant

>ignore that

>convert gfx to doom gfx pallated

>right click, graphics, add to texturex

>right click, graphics, add to patch table

>savesavesave

 

literally everything works fine.  loads in UDB as expected loads in map as expected.  ive done this exact same procedure for other pngs too so what is going on here?  it only seems to create these yellow lines when you first load GZdoom.  nothing even shows up in the console once youre in the game.  usually i expect errors with textures there if something isnt recognized.  Im posting various pictures of slade to see if anyone can help me understand what seems to be going over my head.

 

errors (kinda)

err.png

 

location in wad

slade1.png

 

pnames

slade2.png

 

texturex

slade3.png

 

patch table

slade4.png

 

I apologize for my ignorance here, ive read the above thread at least 5 times and its just not getting through to me what im doing wrong, especially since everything actually works in practice... should i just ignore them? its just the fact that i see those yellow in the load makes me not happy for some reason. makes you lose confidence in the wad so to speak...

Edited by shroomzy5000

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