MR.ROCKET
Warming Up

Posts: 24
Registered: 01-05 |
Yeah as mentioned, pretty much all standard DooM wall texture sizes width x height are 64x128, 128x128, and 256x128. Flats are 64x64. Standard Sky is 256x128.
Sometimes it's fun to make textures with a grid/drawing in them, 16x 32x 64x and 128x. ~ just for kicks or testing, not a necessity. ;)
Now to the question, even though it looks like it's already been answered heh.
Before Xwe was invented, we didn't have anything much better than Wintex, well for the most part anyway, there were others of course.
[Creating and converting to the Doom color palette]
What I had to do was, using my paint program (psp7 in this case), I'd load a DooM texture up in it, and then select Colors>Save palette. I would then save the .pal as the name Doom, the paint program will output the Doom.pal. Once I had my Doom color palette I could then load any image in psp and then load my Doom.pal, which would then convert the image to the Doom color palette.
[Resizing and finalizing]
Now that I had the image in the correct color range, I would resize it to one of the standards above.~ for example 128x128. After that, I would save it as .bmp format. ~ and of course give it a name under 8 characters. Finally the image is completely standard/vanilla Doom friendly and ready to be loaded into my pwad via Wintex without complaint. ;)
It's good practice, even though Xwe will auto convert to the proper palette, I still tend to do things the old fashion way^, as I know this method will always work.
Last edited by MR.ROCKET on 03-19-10 at 10:38
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