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evocalvin

animated texture promblem??

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I 'm make the level and using the texture from PLUTONIA
It's Vanilla compatible level

when i added the custom animated texture which is the waterfull
through XWE
and the texture was named (WFALL1 - WFALL4)
however, when i test the map in Prboom+, the plutonia texture can't show in the level.
but if i removed the custom animated texture
the plutonia texture can be showed??

How to put both custom animated texture and plutonia texture in my level.??
what should i do???
and how to make the IWAD as Plutonia not Doom2????

thanks !!!!

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For what you're hoping to achieve, you don't need to use XWE for anything at all. If you're using Doom Builder to map, go to Tools -> Configuration -> files, and point the appropriate file path (for the mode you're mapping under) to a copy of plutonia.wad instead of doom2.wad. Then, Doom Builder will automatically see the WFALL textures and allow you to use them. These textures will appear and will animate properly as long as you load the wad with plutonia.wad when you play it, instead of with doom2.wad.

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thanks for answering

but i still don't know how to add the custom texture
i tried to add the new texture (From Plutionia 2 WAD) in
DB -> Map Options -> Additional Textures and flats form WAD file

however, The new texture still can't appear in the map
when i test it in Prboom+

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For custom textures to show up during play, make sure a PWAD containing the texture entries (in TEXTURE1), and any new flats required by the textures, is loaded though the command line or an equivalent.

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myk said:

For custom textures to show up during play, make sure a PWAD containing the texture entries (in TEXTURE1), and any new flats required by the textures, is loaded though the command line or an equivalent.


thanks
but how to add the custom textures in the PWAD???
use XWE or DeepSea or other method ????

i tried to add the new texture in XWE
first i open Patches window >
2. in menu bar > Entry > Load(bmp file)
3. go to textures ,to ensure new textures are added in the table
4. exit
Is it the correct way???

Then i test the map in prboom+ map01 (IWAD : Plutonia)
with command lines
prboom-plus -complevel 4 -iwad PLUTONIA.wad -file plmap01.wad -warp 01 -skill 1

i see the unusual problem.
it shows the doom2 sky not plutonia
and doesn't appear the Plutonia texture
but the music is still (plutionia map01)

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XWE probably used Doom2.wad as a base for the texture1 and pnames lumps it generated for you. Try tossing out the texture1/pnames lumps in your pwad, copying in the ones from the Plutonia iwad, and then adding your textures to that instead.

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Thanks esselfortium
finally It's been done

first opening XWE and put the plutonia.wad as main file instead of Doom2.wad which can prevent the texture problem.

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