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How Do I Insert textures from afterglow into Doom builder


PhoenixCyanFire2

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Well, I'm not going to say the way I put textures in is "right" but I'll

give this a shot. With your accepting pwad file open, you should

make a pair of entries that will enclose your custom textures. So

from SLADE's menu, select Archive -> New Entry. The resulting

dialog box will have a blank box for you to type a name in. In this

box type PP_START. In the drop-down box beneath that, just leave

it as "Empty (marker)". Do this again but this time, type PP_END

in the blank box. Your pwad file should now show these two entries

in the left pane. PP_START should come before PP_END. If that's

not right, you can select one of them with your mouse and then

hit ctrl-u for up or ctrl-d for down; whichever you need to get them

in the correct order.

 

Once this is done, you can drag your texture graphics to PP_START

and they should end up listing between PP_START and PP_END.

Once again, if things get out of order, you can select whatever needs

to be moved and use ctrl-u and ctrl-d as appropriate for your

situation. Next, you need to convert those graphics over to a format

Doom can understand. To do this select all of the graphics you just

added in the left pane. I typically select the top one with the mouse

and then hold the shift key down while tapping the down arrow on

the keyboard until I have all of my graphics selected. Once they are,

right-click and select Graphics -> Convert to... and then in the

resulting dialog box, click the button which says "Convert all".

 

Finally, select all of your newly converted graphics again and again

right-click, but this time select Graphics -> Add to TEXTUREx.

SLADE will present you with another dialog box which says your

file doesn't have a texture definition list, would you like to create

one? Say "Yes". It will then ask what type of texture definition list

you'd like to create. I always go with Doom (TEXTURE1 + PNAMES).

Once you save your pwad file, you should be able to select your

new textures from those available in your map editor. If you need to

add more textures later, the process is the same with one exception;

you won't have to create a new texture definition list because you've

already done so in this file. Therefore, all you have to do is the

Graphics -> Add to TEXTUREx part and your graphics will be added

to your already existing texture definition list.

 

Good luck!

 

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Depending on the source port, you can just create a lump called TX_START, stick all your textures in, then put a lump called TX_END at the end.

Then add the wad as a resource in DB.

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Can Somebody compile all the textures from Afterglow for me into one wad, that I can use as a resource? When I try to add them individually I get texture glitches, and some errors. This might be because of conflicting file names.

I want to try mapping but I want access to as much textures as possible for the most versatile experience

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2 hours ago, PhoenixCyanFire2 said:

Can Somebody compile all the textures from Afterglow for me into one wad, that I can use as a resource? When I try to add them individually I get texture glitches, and some errors. This might be because of conflicting file names.

I want to try mapping but I want access to as much textures as possible for the most versatile experience

Yah, lotsa luck with that. Welcome to the Do-it-yerself-er Doom center! Seriously,

if you can't take the baby steps to learn how to do it yourself after a few people

have already pointed you in the right direction on the HOW-to-do-it-yerself, you're

not going to find much of any more help here. The lazy approach would be to sit

back and watch some of Chubzdoomer videos on level design if you're not

inclined to do the reading to learn. Everyone here (mostly) has done or is doing

the work to learn their craft. If you want to be a Doom designer, you'll at some

point have to do the work as well. Compiling ALL of Derek's resources into one

wad file is not only alot of work, it is probably unnecessary! For one, it would end

up adding total bloat to your target wad file. You might get someone to do it for

you anyways but, more than likely, you'll need to be paying them. Most people

here get paid on their main jobs to do this kind of computer work. They know

their worth in that field.

 

Again, the best of luck to you!

 

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Oh I was watching those videos yeah. I am not necessarily being lazy, its just that I have tried doing it the way people have explained and I am still getting texture glitches

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The fuck with paying. Like, is that really big problem to learn the basics? Everyone who mods for doom has learned this without the need to pay for anything. Dont rush forward, take your time and learn how to things. Believe me, you'll get most fun from learning how to do stuff.

 

You're saying you get errors when trying to load textures into udb. Maybe, if you shown the errors, someone would probably will be able to help you. You know, telling us that you get errors without telling us what the errors say is little bit ... silly? Error is usually not simple 'error', but a report of what went wrong. The information is pretty vital for solving the errors.

Edited by ramon.dexter

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On 7/20/2023 at 12:39 AM, PhoenixCyanFire2 said:

I was told to use slade, but i cant find any decent tutorials on what to do. I have seen stuff for editing textures, but not putting ones from https://www.doomworld.com/afterglow/textures/ into the builder. When I try adding texture wads as a resource i get an error, so i assume i am doing something wrong

 

 

For example, download the texture set 32in24-15_tex_v2

 

QJcZ2qI.png

 

Extract 32in24-15_tex_v2.zip to 32in24-15_tex_v2.wad

Do not rename zip to pk3

 

In Doombuilder2, I assume that is what you are using, open your PWAD and at Add resource ... search for 32in24-15_tex_v2.wad

 

SWaT54i.png

 

Ok your selection, you are good to go

 

Eh4qOix.png

 

Edit your PWAD with the new textures or flats

Save your map

 

Now it gets interesting. I also assume your map is in DOOM or BOOM format.

Since Doombuilder2 only uses the names of textures/flats you have two options,

either load your PWAD and 32in24-15_tex_v2.wad into the sourceport

or load both into Slade3 and copy/paste all lumps from 32in24-15_tex_v2.wad at the end of your PWAD.

 

DVG6fOu.png

 

or as an alternative to Slade3 one can import the new textures with Hakros TexMapper

 

6NXjUf.png

Edited by Kappes Buur

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