Kappes Buur
Forum Regular

Posts: 695
Registered: 11-02 |
There are the resources of three TEXTURE1 lumps involved, the base resource
from DOOM2, which is copied in the TEXTURE1 lump in sarcastic.wad alongside
the new sky texture, and the TEXTURE1 lump in gothictx.wad.
When you use this
gzdoom.exe -file sadistic.wad GOTHICTX.WAD
then the sky is the default texture and the switch is the gothic texture
When you use this
gzdoom.exe -file GOTHICTX.WAD sadistic.wad
then the sky is the new texture and the switch is the default texture
So, you can see that the load order affects how the textures are displayed,
and the problem becomes a matter of dealing with the TEXTURE1 lumps.
If you only use 1 to a few images from gothictx.wad, then use GreyGhost's suggestion,
import those images and include them in the patch table and modify the SW1BLUE and
SW2BLUE textures to reflect the patches you want to use. Then TEXTURE1 wil hold the
base resources and the new resources.
Then there is no need to load gothictx.wad.
If you decide to use most or all of the gothictx.wad textures then import all images, right
after your sky textures but still in between the P_ markers. These images are now
considered patches. Delete the TEXTURE1 and PNAMES lumps. Highlight all patches and
create a new patch table with the base resources included. Modify the SW1BLUE, SW2BLUE
and SKY1 texture, or any other new texture, to reflect the patches you want to use.
And while you are at it, import also the flats if you want to use them.
Then there is definitely no need to load gothictx.wad.
And, of course, when using textures not of your making, give credit to the originators.
Last edited by Kappes Buur on 07-23-12 at 23:40
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