Thorogrimm Posted September 18, 2020 (edited) Hi, so when I've been trying to test my Boom map with glboom-plus or any vanilla source port, I'm getting this error about a SKY3? Spoiler 0 Share this post Link to post
0 maxmanium Posted September 18, 2020 Here. You have to include patch and texture definitions from DOOM2.wad. Before putting in PNAMES and TEXTURE1, go to Archive->Texture Editor in SLADE, and it will ask you to create the lists. You can import it from the base archive (DOOM2.wad) and then append the patches\textures by selecting all the patches and right clicking on them and clicking Graphics->Add to Patch Table or Add to TEXTUREx. Since these graphics already had their textures created tho I just cut and paste them at the end of the base resource archive TEXTURE1. deadlights.zip 0 Share this post Link to post
1 maxmanium Posted September 18, 2020 1 minute ago, Thorogrimm said: Thanks, so it's as simple as selecting all the custom textures and adding them all to TEXTURE1 with all the Doom 2 textures? And does this apply to flats? Yes, but in this case the author of the graphics already constructed the textures from the patches. So, I first imported the base PNAMES lump and added the patches as I said, then copy-pasted the textures constructed by the author to the end of the base TEXTURE1 lump. There's usually an easier way about it, I'm sure, but I'm not familiar with these textures so that's how I did it. And no, you don't need to do it for flats. By the way, I forgot to tell you that I converted the PNG patches to Doom format -- otherwise it could also cause problems. Should look identical. 1 Share this post Link to post
0 maxmanium Posted September 18, 2020 Needs more information -- post the wad. 0 Share this post Link to post
0 Thorogrimm Posted September 18, 2020 2 minutes ago, maxmanium said: Needs more information -- post the wad. I'm using some custom textures like Extra lights and Cage's Textures 1 & 2. deadlights.7z 0 Share this post Link to post
0 Thorogrimm Posted September 18, 2020 I'm getting this message as well 0 Share this post Link to post
0 Thorogrimm Posted September 18, 2020 (edited) 11 minutes ago, maxmanium said: Here. You have to include patch and texture definitions from DOOM2.wad. Before putting in PNAMES and TEXTURE1, go to Archive->Texture Editor in SLADE, and it will ask you to create the lists. You can import it from the base archive (DOOM2.wad) and then append the patches\textures by selecting all the patches and right clicking on them and clicking Graphics->Add to Patch Table or Add to TEXTUREx. Since these graphics already had their textures created tho I just cut and paste them at the end of the base resource archive TEXTURE1. deadlights.zip Thanks, so it's as simple as selecting all the custom textures and adding them all to TEXTURE1 with all the Doom 2 textures, and does this apply to flats? Also does the file you sent have that applied already? 0 Share this post Link to post
0 Thorogrimm Posted September 18, 2020 1 minute ago, maxmanium said: Yes, but in this case the author of the graphics already constructed the textures from the patches. So, I first imported the base PNAMES lump and added the patches as I said, then copy-pasted the textures constructed by the author to the end of the base TEXTURE1 lump. There's usually an easier way about it, I'm sure, but I'm not familiar with these textures so that's how I did it. And no, you don't need to do it for flats. By the way, I forgot to tell you that I converted the PNG patches to Doom format -- otherwise it could also cause problems. Should look identical. I'll try and remember that for future, these things are still relatively new to me and can get pretty overwhelming at times. Thanks a bunch! 0 Share this post Link to post
0 Thorogrimm Posted September 18, 2020 Oh and one more thing, there are animdefs for the switches from Cage's textures and they don't seem to work? I've had a look and they say they're ZDoom compatible because of the text language. Is there a way to get them working with other source ports or shall I just use other switches? 0 Share this post Link to post
0 Kappes Buur Posted September 18, 2020 (edited) 6 hours ago, Thorogrimm said: Oh and one more thing, there are animdefs for the switches from Cage's textures and they don't seem to work? I've had a look and they say they're ZDoom compatible because of the text language. Is there a way to get them working with other source ports or shall I just use other switches? Well, yes. ANIMDEFS is a GZDoom specific text lump. BOOM introduced ANIMATED and SWITCHES which are compiled lumps done with SWANTBLS.EXE, which is available from zdoom-utils050999.zip A sample dat file is included. 0 Share this post Link to post
0 Gez Posted September 19, 2020 10 hours ago, Kappes Buur said: BOOM introduced ANIMATED and SWITCHES which are compiled lumps done with SWANTBLS.EXE, which is available from zdoom-utils050999.zip SLADE can convert SWANTBLS too. 0 Share this post Link to post
0 Thorogrimm Posted September 19, 2020 16 hours ago, Kappes Buur said: Well, yes. ANIMDEFS is a GZDoom specific text lump. BOOM introduced ANIMATED and SWITCHES which are compiled lumps done with SWANTBLS.EXE, which is available from zdoom-utils050999.zip A sample dat file is included. Is there a way I can convert ANIMDEFS into something readable by Boom format? 0 Share this post Link to post
Hi, so when I've been trying to test my Boom map with glboom-plus or any vanilla source port, I'm getting this error about a SKY3?
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