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evocalvin

question about add custom texture from other WAD

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i make a map which is Vanilla compatible

i use Doom Builder 2
i want to add the custom texture from other wad


however, when i tested my map in Chocolate-Doom
i got the error message
"R_texttureNumForName : A-MOSROK not found"

what's wrong with my setting ???
and how to solve this problem?
thank you

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Check your testing parameters, this works for me with Chocolate -

-iwad "%WP" -skill "%S" -file "%AP" "%F" -warp %L1 %L2

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thanks for your replay

i tried to test diractly with chocolate doom

Choco.exe -iwad doom2.wad -file plutiona.wad prcp01.wad test.wad -warp 13 -skill 4

Choco.exe -iwad plutiona.wad prcp01.wad test.wad -warp 13 -skill 4

but both of them still doesn't work. :(

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You mean it doesn't work as in not actually starting up or is there a pop up error message after that?

Choco.exe -iwad doom2.wad -file plutiona.wad prcp01.wad test.wad -warp 13 -skill 4

Choco.exe -iwad plutiona.wad prcp01.wad test.wad -warp 13 -skill 4

Try this instead:

chocolate-doom -iwad plutonia.wad -file prcp01.wad test.wad -warp 13 -skill 4

OR

chocolate-doom -file plutonia.wad prcp01.wad test.wad -warp 13 -skill

Ensure all files are in the folder. There is no need to add -iwad doom2.wad since chocolate-doom uses that automatically unless specified otherwise.

Also, make sure you don't make spelling mistakes for parameters. Plutonia is not plutiona ;-)

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I know what the problem is - the order the wads are loaded in forces Chocolate Doom to use the texture lump in PRCP01.WAD (which was built using the DOOM2.WAD texture lump as it's base) while A-MOSROK is in PLUTONIA.WAD, so Chocolate's unable to find the texture even if you load Plutonia as the IWAD. The logical solution is to ask t.v. to rebuild the texture lump in PRCP01.WAD on a Plutonia base.

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thanks for answering ,GreyGhost

Joshy said:

Also, make sure you don't make spelling mistakes for parameters. Plutonia is not plutiona ;-)


sorry for my wrong spelling :(
i am sure all file is in the same folder!

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evocalvin said:

thanks for answering ,GreyGhost

sorry for my wrong spelling :(
i am sure all file is in the same folder!

Heh, don't apologise! :-) I think Greyghost nailed this one. Has this got something to do with prboom as well? For some reason it cannot load two texture wads together as playtesters reported HOMs instead of my textures on my CC4 map. Skulltag/zdoom can do this though AFAIK.

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evocalvin said:

thanks for answering ,GreyGhost

You're welcome. Doesn't fix your problem but at least now you know why it failed.

Joshy said:

Has this got something to do with prboom as well?

Most likely. I recall having read somewhere that ZDoom-compatible ports stack texture lumps instead of ignoring all but the last one loaded, which is how most other ports behave.

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