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Scet

[solved] Strife TEXTURE1/2 format?

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I'm having problems loading the TEXTURE1 and TEXTURE2 lumps in my program and several WAD viewers also crash when trying to access them, although Doom Builder seems to work.

I've found numerous posts saying they're different from the Doom format, but with no real explanation. Does anyone know what their format is?

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Strife removed a few unused fields from the data to shorten the lumps.

Here's the definitions from ZDoom's headers:

typedef struct
{
	SWORD	originx;
	SWORD	originy;
	SWORD	patch;
} strifemappatch_t;

//
// A wall texture is a list of patches which are to be combined in a
// predefined order.
//
typedef struct
{
	BYTE		name[8];
	DWORD		unused;	
	SWORD		width;
	SWORD		height;
	SWORD		patchcount;
	strifemappatch_t	patches[1];
} strifemaptexture_t;

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"strifemappatch_t patches[1];" does this mean that patchcount is always 1?

Seems strange to allocate an array 1 element is size.

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Scet said:

"strifemappatch_t patches[1];" does this mean that patchcount is always 1?

Seems strange to allocate an array 1 element is size.



No. That's just so that the C structures can use it as an array of variable length.

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