Katamori Posted April 27, 2011 I downloaded 8 texture packs from the Realm667 and I want to merge them into one big resource WAD (like the CC4 official) but when I copy-paste textures and add them to the patch and textures, although there are a lot of textures which doesn't work. When I try to use the "Merge" function of XWe, all of them become glitchy in DB2! Help me! 0 Share this post Link to post
GreyGhost Posted April 28, 2011 What are their names? If I'm bored I might try merging them for you. 0 Share this post Link to post
Katamori Posted April 28, 2011 Thanks! Can you send me that today/tonight? I can't start mapping until that. 5th Episode Texture Pack Cage's Texture Pack Doom Textures for Doom II Doom Potpourri Texs Duke Nukem 3D textures* IDTex Texture Pack Nightmare Animations Pack Silver Texture Pack *If you know any other texture packs which contains city textures, I would thank you apart. :) and if you know, please merge that instead the DN3D texture pack. 0 Share this post Link to post
GreyGhost Posted April 28, 2011 I've grabbed the texture packs, though it's past midnight here so I'll see what I can do after I've had some sleep. 0 Share this post Link to post
Katamori Posted April 28, 2011 GreyGhost said:I've grabbed the texture packs, though it's past midnight here so I'll see what I can do after I've had some sleep. No problem. Here's about late afternoon now so I can wait a lot :) 0 Share this post Link to post
GreyGhost Posted April 29, 2011 I've found a few significant issues while sorting through the wads...Duplicate texture names - most of the Doom1 textures in D1GFXD2.WAD are re-defined in NB_SILV.WAD. I suggest dropping D1GFXD2.WAD.Patches in .png format - DoomPotpourri.wad looks like it's intended for ZDoom, so I might leave it that way. I'll convert the 5 .png patches in IDTex.wad.ANIMDEFS lumps - the lumps in Cage_tex.wad and DoomPotpourri.wad can be copy/paste merged, and if you're not planning to replace the IWAD's animations you'll need definitions for NMTEXT2.WAD.The only city texture wads I can think of right now are in high resolution, which mightn't be what you're looking for. I'll check if they're available for use. 0 Share this post Link to post
Katamori Posted April 29, 2011 GreyGhost said:I've found a few significant issues while sorting through the wads...Duplicate texture names - most of the Doom1 textures in D1GFXD2.WAD are re-defined in NB_SILV.WAD. I suggest dropping D1GFXD2.WAD.Patches in .png format - DoomPotpourri.wad looks like it's intended for ZDoom, so I might leave it that way. I'll convert the 5 .png patches in IDTex.wad.ANIMDEFS lumps - the lumps in Cage_tex.wad and DoomPotpourri.wad can be copy/paste merged, and if you're not planning to replace the IWAD's animations you'll need definitions for NMTEXT2.WAD. Hmm... so these thing made me the problems. Thank you again! GreyGhost said:The only city texture wads I can think of right now are in high resolution, which mightn't be what you're looking for. I'll check if they're available for use. Okay! =) 0 Share this post Link to post
GreyGhost Posted April 29, 2011 I've made a start - six wads merged to the point where they're usable in DB2. What's missing is D1GFXD2.WAD (due to the texture naming conflict), IDTex.wad (while I sort out suitable texture names for the patches) and animation definitions for the textures from NMTEXT2.WAD. Many of the Duke 3D textures are also meant to animate but I don't know if I want to go that far. 0 Share this post Link to post
Katamori Posted April 29, 2011 God damn, it works! THANK YOU VERY MUCH!!!!!! Other ones doesn't matter I think, there are also a lot of textures :) (animdefs aren't important yet) 0 Share this post Link to post
GreyGhost Posted April 30, 2011 It works? I mean - of course it works! :D Looks like most of the patches in IDTex.wad are meant to be building blocks for textures, so unless there's something in particular you're after - like plumbing for a "Knee-deep in the Sewerage" map - it's probably best skipped. I'll move on to the animations. 0 Share this post Link to post
Katamori Posted April 30, 2011 Ehm...sorry, but...can you do it again? Because since you sent the WAD, I realized there are too many textures and a lot of them I won't use anymore. So I downloaded the WADs again and I deleted these "useless" textures. Also, I'd like to add sky textures for the good skyboxes. Here are the files: http://www.freefilehosting.net/tsuactex 0 Share this post Link to post
GreyGhost Posted April 30, 2011 Having fewer patches should make the job a little easier, though I noticed in "Doom Textures for Doom II.wad" a number textures are broken (COMPTILE, COMPUTE3, LITE2, REDWALL1, DOORHI, GRAYDANG, LITE96, LITEMET, LITESTON, SKINBORD & STONGARG), any of those you want to keep? I'll make a start on them tomorrow. 0 Share this post Link to post
Katamori Posted April 30, 2011 Please delete every broken things. Those were my mistake, because when I deleted the useless textures, I deleted the patch files only. It might be a lot of broken textures in Duke Nukem 3D textures. And sorry for the complications, which I cause for you =) 0 Share this post Link to post
GreyGhost Posted April 30, 2011 Will do. Duke Nokem's no problem, they're all one-patch textures so I'll just let XWE rebuild the texture lump. I don't mind the occasional complication, they makes life interesting. 0 Share this post Link to post
Katamori Posted April 30, 2011 GreyGhost said:Will do. Duke Nokem's no problem, they're all one-patch textures so I'll just let XWE rebuild the texture lump. Oh those little miracles makes XWE great :D GreyGhost said:I don't mind the occasional complication, they makes life interesting. Hehe, it's a good philosophy of life. 0 Share this post Link to post
GreyGhost Posted May 1, 2011 Here you go, it seemed to take forever to upload. I've defined animations and switches for "Duke Nukem 3D Textures" and "Nightmare Animations Pack" (including shootable glass) but have only had time to test a few of them. Some of the animations in ANIMDEFS also have labels to give you an indication of their function. There's more animations to be added but I'd like to try a few experiments first. In the meantime, could you give me feedback on what works, what doesn't and what could do with tweaking? 0 Share this post Link to post
Katamori Posted May 1, 2011 Well, as I see, everything works. Mapping will be easier now. It means, during your work, I'll post the WAD link to the Top Secrets of UAC thread. Would you mind to write your name to the thread? I've already written it to the "People who help me" section. 0 Share this post Link to post
GreyGhost Posted May 1, 2011 Katamori said:Well, as I see, everything works. Mapping will be easier now. So I haven't broken anything - good. :-)Would you mind to write your name to the thread? I've already written it to the "People who help me" section. I don't mind at all. The project thread is probably the best place to discuss any future changes (now that I've finally worked out what the resource wad is for) instead of having the discussion bounce back and forth between threads. 0 Share this post Link to post
Katamori Posted May 1, 2011 GreyGhost said:The project thread is probably the best place to discuss any future changes (now that I've finally worked out what the resource wad is for) instead of having the discussion bounce back and forth between threads. Yes, I think that too :) 0 Share this post Link to post