Szymanski Posted December 29, 2003 I'd like to insert a new sky into a pwad, but deepsea refuses as RSKY1 is already used (im using 'auto textures from bitmaps') save me from my retardation :) 0 Share this post Link to post
Bashe Posted December 29, 2003 Simple: don't use Deepsea. Use XWE or gamers.org/addons/utils/deutex/]Wintex. They work like a charm. 0 Share this post Link to post
deep Posted December 30, 2003 Szymanski said:I'd like to insert a new sky into a pwad, but deepsea refuses as RSKY1 is already used (im using 'auto textures from bitmaps') save me from my retardation :) ATM that tool checks existing names to keep users from accidently destroying existing resources. All you really want to do is replace the LUMP RSKY1 which is not the same as the TEXTURE named SKY1. IOW, if you had done what you thought you wanted to do, the end result would have been a texture called RSKY1, not SKY1. IOW auto textures from bitmaps does exactly that - it takes a bitmap, makes it into a patch, adds it to pnames and adds it to TEXTURE1. So I hope you see why I added some measure of name checking to make sure people understood what was happening. Extended checking for possible conflicts is what distinquishes all the PWAD tools. When I get the ingame texture alignment done I'll put an option in there to override this with the understanding that all I can do is warn somebody that what they think is happening may not be what is really happening :) So what you use for just replacing a lump is F7- Import. Make the target your PWAD and then import the BMP you have called RSKY1. You can also use TEXTUREx Name edit is for manually constructing any TEXTURE name using any patch names, plus setting hires scaling, etc for ZDOOM. 0 Share this post Link to post
Kaiser Posted December 30, 2003 Szymanski said:I'd like to insert a new sky into a pwad, but deepsea refuses as RSKY1 is already used (im using 'auto textures from bitmaps') save me from my retardation :) don't use auto textures. instead, just use the import to pwad tool and have your bitmap renamed as rsky1 and import it into the wad. edit: pretty much what deep said... :P 0 Share this post Link to post
Szymanski Posted December 30, 2003 Thanks, I assumed it was treated just like the other textures. 0 Share this post Link to post
Cadman Posted January 27, 2004 Bashe said:Simple: don't use Deepsea. Typical response...read Deep's note to solve your problems. Cadman - Member TeamTNT 0 Share this post Link to post