Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • 0
Sign in to follow this  
EarthQuake

GZDB Texture Configuration

Question

This is mostly a concern of convenience. The question is simple: can I remove Doom 2's TEXTURE1 entry from the texture browser in GZDB? I have my own TEXTURE1 lump and don't want to mistakenly use a default Doom 2 texture (because it defaults to "All" when I open it). I can sort of solve this issue by removing doom2.wad as a resource, but this raises a ton of errors in GZDB and messes up my sprite images in Things mode.

 

I have my own texturesets defined, which helps a bit, but it keeps defaulting to show all textures, including the stock Doom 2 TEXTURE1.

 

I expect the answer to be "no", but I'm asking just in case there's some game configuration option I'm unaware of.

Share this post


Link to post

3 answers to this question

Recommended Posts

  • 0

Thanks for the suggestion, but it wasn't quite what I was looking for. I tried every combination of adding doom2.wad as a resource, even loading my wad itself as a resource with the hopes that it would override the default TEXTURE1, but nothing seemed to work.

 

I did manage to solve my problem though, and it turns out it was really simple:

 

I took doom2.wad and removed all the textures/flats and its TEXTURE1/PNAMES lumps, and saved it as it's own "iwad". I'm using that wad now instead of doom2.wad, and it works perfectly. Only my textures are showing now. It was a small nuance to resolve, but it should boost productivity a bit.

Share this post


Link to post
  • 0

I don't think you can, but that would be a good feature suggestion for GZDBBF. Ignore texture definitions on a per resource basis.

Share this post


Link to post
  • 0

The easiest solution would be to load the texture resources as separate file(s).

Then you can select which set of textures to use:

 

7aDioPP.png

 

And then add the used textures using Slade3.

Edited by Kappes Buur

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
×