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Original texture not available in MAp


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Hello,
I created a map exclusively with textures from DooM Original.
When I play the map, I don't see some textures, why?

Open it with GZDooM, when I play Brutal DooM some textures are not there either.
What can I do there?

Greetings
DAB

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If you created a map and loaded another WAD as a resource, you will have that WAD's textures available in the editor and while running the game through the editor, but the textures are not in themselves part of your WAD. You will need to use Slade 3 to extract the textures from resource WAD and import them into your created WAD. There are a couple steps to doing so. Search the forums for "adding textures."

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why do I have to do this? These are original textures like the others, I don't have to do that for the other textures with Slade 3...what's the difference?

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1 hour ago, ArtBrainer said:

why do I have to do this? These are original textures like the others, I don't have to do that for the other textures with Slade 3...what's the difference?

 

If the textures you were using were already in the WAD, you wouldn't have to do that.

 

Some of - but not all - the textures from Doom 1 are in Doom 2. If you're making a WAD for Doom 2 and using Doom 1 textures, it's possible that you used some of the textures from Doom 1 which were not included in Doom 2.

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OK, that could be it.
I've changed it so far, you can play it here =)

 

 

 

I would really like to customize it graphically, do you think with SLADE 3 I can take out the expensive one and insert it again?

What does it look like if I want to use my own complete texture structure that I can draw myself?

e.g. I created a texture, 128*64, which I saved in .png... now I want to integrate it into the wad... or do I have to create a separate folder for the structure?

Edited by ArtBrainer

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Folders are for PK3 files, but you can add textures to a WAD. You can just make a copy of the Doom.WAD, rename it, open it with SLADE, and export the textures you're using which aren't part of Doom2.WAD.

 

Doom doesn't technically work with PNG's directly, but Slade has an option to convert a PNG to the Doom Graphics (gfx) Palette to turn it into a usable texture. You'll still need to put the texture between PP_START and PP_END markers and to add your new texture to the PNAMES.

 

You can search the forums for adding custom textures, and there's a video which should help:

 

 

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WOW ^^ thanks... sounds like a lot of work ^^ laugh, let's see what I can do

Do you also have an overview of the scripts? I would like to change things... where can I find out more about this? Do I have to learn LUA? or are there already finished scripts?

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5 hours ago, ArtBrainer said:

WOW ^^ thanks... sounds like a lot of work ^^ laugh, let's see what I can do

Do you also have an overview of the scripts? I would like to change things... where can I find out more about this? Do I have to learn LUA? or are there already finished scripts?

 

This topic has nothing to do with scripting. No scripting is required to add or replace textures.

 

There are some tutorials about scripting, although I'm not familiar with any off the top of my head. Whether there are finished scripts depends on what, precisely, you want to do with scripting. To be blunt, I see a lot of people who are trying to go from "no doom mapping or modding experience" straight into UDMF with all the bells and whistles before getting a grasp on the simpler aspects of doom editing first, and in my opinion that's likely to lead to more confusion.

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Ok, that could possibly be causing confusion =)
What would such an old veteran professional advise? How do you proceed?WOW ^^ thanks... sounds like a lot of work ^^ laugh, let's see what I can do

Do you also have an overview of the scripts? I would like to change things... where can I find out more about this? Do I have to learn LUA? or are there already finished scripts?

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