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Doomkid

Change your map name! (Quick Video Tutorial)

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Great tutorial.  I may add that PRBoom+ also will read the dehacked in the wad file just like Zdoom ports will.  Also, if you are making a Boom format wad you can use bex dehacked to remove the character limit for map names :)

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7 hours ago, Doomkid said:

For people aiming for ZDoom-only

(sighs) k8vavoom supports... oh, you know the rest. ;-)

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Aha, so I simply create the texture and name it like the lump instead of importing it as a new one on the same entry? 

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I've done everything as in the video, and this happens:

Spoiler

447026533_crispy-doom2020-02-1320-20-44-22.jpg.5d730b2341aa16e1bfea321b942a04bd.jpg

I'd be very grateful if anyone could provide some help.

 

EDIT: Someone told me to use doom2.wad as Base Resource in SLADE before converting the texture, which actually worked out. It looks fine now.

Edited by Alaux

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I know @Phob0s Got Hurt Plenty was having trouble with this same error. Maybe setting his base resource as doom2.wad will fix it.
 

I think my problem was leaving it as existing/global in my tutorial video, which will only be appropriate if doom2.wad has already been set as the base resource.

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17 hours ago, Doomkid said:

I know @Phob0s Got Hurt Plenty was having trouble with this same error. Maybe setting his base resource as doom2.wad will fix it.
 

I think my problem was leaving it as existing/global in my tutorial video, which will only be appropriate if doom2.wad has already been set as the base resource.

Base resource? Is that the same as IWAD? Or is it something completely different?

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3 minutes ago, Phob0s Got Hurt Plenty said:

Base resource? Is that the same as IWAD? Or is it something completely different?

In SLADE, go to "Edit" at the top left, then click "Set Base Resource Archive". You want to select your Doom2 IWAD here. After doing this, importing the map name graphic and converting it should result in proper colors.

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Alaux: Looks to me like the image is not properly indexed to the right palette order. What program where you using to save out the image for the mapname?

Whatever you use it should be able to handle indexed 8 bit graphics and you should make sure it used the actual palette Doom uses.

 

Edit: Ah, just saw the problem was solved.

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