hardcore_gamer Posted June 17, 2012 I used a PNG image as a custom texture by putting it into a PWAD. When I load the PWAD in Doom Builder 2 it shows up and appears to work just fine, but when I actually run the PWAD in Zdoom I just get a hall of mirrors effect/bug. Why does this happen? Here is how the PWAD looks like by the way: Is there something I am forgetting? Anyone? 0 Share this post Link to post
Gez Posted June 17, 2012 How many textures are defined in that TEXTURE1 lump? Remember that the first texture of a TEXTURE1 lump is always a null texture. 0 Share this post Link to post
hardcore_gamer Posted June 17, 2012 Gez said:How many textures are defined in that TEXTURE1 lump? Remember that the first texture of a TEXTURE1 lump is always a null texture. Agh! That fixed it. Thanks for pointing that out. 0 Share this post Link to post
boris Posted June 17, 2012 Since you're apparently using PNG you can put the lump(s) between the TX_START and TX_END lumps and not use PNAMES and TEXTUREx at all, right? 0 Share this post Link to post
hardcore_gamer Posted June 17, 2012 boris said:Since you're apparently using PNG you can put the lump(s) between the TX_START and TX_END lumps and not use PNAMES and TEXTUREx at all, right? I don't know. I am not sure how it really matters though since I am not having any problems with the PNAMES and TEXTUREx thingy. 0 Share this post Link to post
Omnistar Posted January 17, 2015 Hello, I'm having a similar problem as well! If I load a PWAD into a level that I made none of the textures show up if I load my map on my source port. I use Slade to try to fix that and a wall texture will display but a floor texture will not. I started getting into Doom Builder several months ago and I didn't have this problem then. I've been doing some research, wiki lookups, videos and so on but no dice. Any help on this would be greatly appreciated! 0 Share this post Link to post