shroomzy5000 Posted May 13, 2024 Hello DOOMWORLD, My 2nd map is just about ready for release. Its completely finished and functional and want to release it as soon as possible, but there is one thing that is just bugging the hell out of me. 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 >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 in the ingame console if something isn't recognized but that is not the case here. Im posting various pictures of slade to see if anyone can help me understand what seems to be going over my head. I've spent the last 3 days trying to research and just learn about the patch table and how textures work and im not getting down to why i have this problem with only these 4 instances. I've completely removed them from the WAD including all patches and re added and get the same result. These are the only 4 images in my wad that were passed thru an online image rescale to get them to the desired size, so i have a feeling thats somehow the cause, but i just cant understand why thats an issue... I don't have to clear this to release the WAD since it doesn't manifest in any noticeable issue but seeing the yellow in my boot sequence triggers my OCD and also i am just a prideful person and prefer not to release anything with errors of any kind. I know how important the first impression is and whenever I play a WAD and see a bunch of errors like that, even if the WAD loads and runs it plants a seed of doubt in my mind so i expect others feel the same... Any help would be greatly appreciated and if this is really something that just isnt worth fixing then let me know 0 Quote Share this post Link to post
Edward850 Posted May 13, 2024 (edited) For whatever reason, GZDoom doesn't think the texture patch is properly defined and thinks it's self referencing. I'd suggest regenerating the PNAMES lump to make sure the indexes are correct. Edited May 13, 2024 by Edward850 0 Quote Share this post Link to post
shroomzy5000 Posted May 13, 2024 @Edward850 Thank you sir, I apologies for my ignorance but can you elaborate on this? I renamed them by adding an underscore, but the error still appears the same. 0 Quote Share this post Link to post
Gez Posted May 13, 2024 (edited) 42 minutes ago, shroomzy5000 said: 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 >convert gfx to doom gfx pallated >right click, graphics, add to texturex >right click, graphics, add to patch table >savesavesave Those two steps are the wrong way around; textures are created from patches, so the graphics need to be added to the patch table first. In fact, when doing "add to texturex", slade will automatically add to the patch table first if needed; so adding to the patch table separately (either before or after) is supperfluous. Adding to patch table is when you don't want to make the images automatically into textures. I don't know if this explains your problem, though. Edited May 13, 2024 by Gez 1 Quote Share this post Link to post
shroomzy5000 Posted May 13, 2024 @Gez you are 100% correct. I was actually about to post because i was able to fix the issue and after some testing i was able to recreate the issue by doing the add to texturex first before the patch table. I did not know slade automatically made the patches when adding to texturex so this redundancy completely explains it. Thank you so much guys! Going to release the WAD in a few minutes thanks to you! ANYONE READING THIS AFTER THE FACT CONCLUSION: If you are adding custom textures to your WAD, always add to patch table first before adding to texturex. swapping these steps will lead to the errors above If you are like me and just came from @Doomkids video, you may not know what Gez mentioned above about slade autocreating patches when doing add to texturex. 0 Quote Share this post Link to post
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