Scet Posted January 15, 2007 I'm having problems loading the TEXTURE1 and TEXTURE2 lumps in my program and several WAD viewers also crash when trying to access them, although Doom Builder seems to work. I've found numerous posts saying they're different from the Doom format, but with no real explanation. Does anyone know what their format is? 0 Quote Share this post Link to post
Graf Zahl Posted January 15, 2007 Strife removed a few unused fields from the data to shorten the lumps. Here's the definitions from ZDoom's headers: typedef struct { SWORD originx; SWORD originy; SWORD patch; } strifemappatch_t; // // A wall texture is a list of patches which are to be combined in a // predefined order. // typedef struct { BYTE name[8]; DWORD unused; SWORD width; SWORD height; SWORD patchcount; strifemappatch_t patches[1]; } strifemaptexture_t; 0 Quote Share this post Link to post
Scet Posted January 15, 2007 "strifemappatch_t patches[1];" does this mean that patchcount is always 1? Seems strange to allocate an array 1 element is size. 0 Quote Share this post Link to post
Graf Zahl Posted January 15, 2007 Scet said:"strifemappatch_t patches[1];" does this mean that patchcount is always 1? Seems strange to allocate an array 1 element is size. No. That's just so that the C structures can use it as an array of variable length. 0 Quote Share this post Link to post
Scet Posted January 16, 2007 Thanks Graf Zahl, now I finally have Strife support. 0 Quote Share this post Link to post
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