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R_TextureNumForName: SKY1 not found


Matthias

Question

When I try to open my Hexen map in vanilla, Crispy or Chocolate, it returns R_TextureNumForName: SKY1 not found error message. That doesn't make sense - SKY1 is defined in iWad so what it has to do with me?

Or what causes this error?

 

Anyway, when I copypaste SKY1 texture to my pWad, then is says: sw_1_up not found --- why?!

 

Thanks

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You can, but due to some oversights it is needlessly complicated.

 

Basically the game will only look for sprites between the S_START and S_END markers, so if you want to change sprites, and have it work in vanilla, you need to include all the sprites.

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Technically you can provide only your own sprites, but:

- to play it in vanilla, people will have to use DEUSF to merge the IWAD stuff in first.

- to play it in Chocolate Hexen, people will have to load it with -merge instead of -file. (That replicates virtually the effect of using DEUSF merge, without needing to actually change the files.)

- to play it in other Hexen-compatible ports, nothing special is required.

Edited by Gez

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2 hours ago, Stabbey said:

Does your map use custom textures, and if so, did you remember to add them to the patch table?

Yes, they are in patch table and everything look fine...

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I made a simple pwad to show a custom SKY1 texture in MAP01 using GZDoom 4.8.x to 4.11.x

 

ugcXu7X.png

 

just to show the new sky

 

L4KB128.png

 

and altered the MAPINFO

 

aBBNsHQ.png

 

to get this result

 

xozJT5i.png

 

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I actually found a solution, because @plums many years ago said, quote:

Quote

Your TEXTURE1 and PNAMES lump have only the info for the texture you added. In Doom (and many ports, though not ZDoom/Zandronum) these lumps are not cumulative, so they need to have all the names of all the textures/patches in the iwad as well.

Right, now it makes sense.

 

Not it says R_InitSprites: No lumps found for sprite MAN1

 

I think I'll give up :D There no such a sprite, so I have no idea.

Edited by Matthias

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I don't think Crispy Doom can treat patches as textures. You'll need to import texture1 lump from the DOOM2.WAD, and edit SKY1 there.

If that's all you need, you can name your sky lump RSKY1 and only edit the size (Since your texture doesn't seem to be 256x128)

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8 hours ago, Matthias said:

When I try to open my Hexen map in vanilla

 

1 hour ago, ViolentBeetle said:

I don't think Crispy Doom can treat patches as textures. You'll need to import texture1 lump from the DOOM2.WAD, and edit SKY1 there.

If that's all you need, you can name your sky lump RSKY1 and only edit the size (Since your texture doesn't seem to be 256x128)

 

As Matthias mentioned he's working on a HEXEN map, not a DOOM2 map.

In HEXEN skies are named SKY1, SKY2 ..., not RSKY1, RSKY2 ... plus skies

are specified in a MAPINFO lump. DOOM2 has no such lump. The size of a

sky texture in HEXEN is 256x200.

 

It seems that vanilla sourceport have a tendency to throw up barriers to some

constructs in a map which GZDoom has no difficulty with.

Edited by Kappes Buur

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7 minutes ago, Gez said:

You can, but due to some oversights it is needlessly complicated.

 

Basically the game will only look for sprites between the S_START and S_END markers, so if you want to change sprites, and have it work in vanilla, you need to include all the sprites.

you mean copypaste every single sprite from iWad to pWad?:)

Wouldn't make it the pWad unecessary big? Wouldn't it break rules of /idgames anyway due to duplicate entries?:D

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Yeah, that's why it sucks.

 

A workaround involving DEHACKED was found, but that only solves the problem in Doom. Hexen doesn't have DEHACKED.

Edited by Gez

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18 minutes ago, Gez said:

Technically you can provide only your own sprites, but:

- to play it in vanilla, people will have to use DEUSF to merge the IWAD stuff in first.

- to play it in Chocolate Hexen, people will have to load it with -merge instead of -file. (That replicates virtually the effect of using DEUSF merge, without needing to actually change the files.)

- to play it in other Hexen-compatible ports, nothing special is required.

 

Ok, thanks

 

It seems that insane solution actually works

higlmSG.png

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