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K!r4
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Posts: 1210
Registered: 05-07


So, I made a PNG texture and wanted to upload it with XWE as raw data. I placed it between markers HI_START and HI_END. Next I loaded the wad on DoomBuilder2 and the texture wasn't available. Being dumb, I said to myself "let's go adding the texture to PATCH and TEXTURE on XWE". Of course it didn't work.

Did I miss a step? Another question: am I doing this for nothing? Because I am not sure GLBoom-Plus support png textures anywhere else than F_SKY or INTERPIC and such...

Last edited by K!r4 on 02-07-12 at 14:51

Old Post 02-05-12 21:50 #
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Gez
Why don't I have a custom title by now?!


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If you use SLADE, it will let you add PNG to textures.


That said, the HI_ namespace is for replacement, so you should have a normal texture of the same name defined traditionally or within the TX_ namespace.

And, to answer your question, GLBoom+ is perfectly fine with PNG textures and sprites. Just look at the innards of Eternal's voodoo guns (vg.wad). :)

Old Post 02-05-12 21:57 #
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K!r4
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Thanks! I have a reason to try SLADE finally. Have I anything special to do? Will it load it as a patch and voila?

Old Post 02-05-12 22:05 #
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Edward850
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Just import it normally to your wad and it should work. SLADE doesn't try to convert files unless you tell it to.

Old Post 02-05-12 22:11 #
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K!r4
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Great! Thanks for your answers.

Old Post 02-05-12 22:18 #
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K!r4
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Posts: 1210
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Well, I have one more question: I did make an animated texture which is 512x512p in HI_START/HI_END with its 64x64 version in PP_START/P_END and... the texture is oversized ingame. It replaces the ROCKREDx animation.

Is it an issue I can't go through? SLADE works like a charm other than that BTW. Thanks Gez!

Edit : Nevermind, I've found the solution: resize REDROCKx in TEXTURE1 to 64x64. Hope it will be helpful to someone else!

Last edited by K!r4 on 02-07-12 at 14:50

Old Post 02-07-12 14:40 #
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