General Rainbow Bacon Posted July 23, 2011 Hey guys, working on a map right now and I loaded in the texture file i want to use but I can't test the map in Prboom+. I get a R_init Texture error. Skulltag works fine tho. WTF? 0 Share this post Link to post
phobosdeimos1 Posted July 23, 2011 I had similar problems recently, in the end what I did was copy and pasted the Doom II texture and Pnames files and added stuff onto them, I don't really know why but it worked. 0 Share this post Link to post
General Rainbow Bacon Posted July 24, 2011 Wait, so you made another wad that was just the Doom 2 Pnames and stuff and copied it into the wad you were making? Or you copied them into the texture wad you were using? 0 Share this post Link to post
phobosdeimos1 Posted July 24, 2011 I wasn't using a texture WAD, I just had a few textures I made, made textures and pnames lumps for them and i kept getting all these random errors, so i deleted my pnames and texture lumps, opened the doom2 wad, copied the textures and pnames lumps from there and pasted them into my WAD, then made the patch and texture definitions for my custom textures inside the duplicate doom2 lumps and it worked. Instead what you could try if you're using a texture pack is copy all the entries from inside the textures and pnames lumps that comes with the texture pack and paste them into a duplicate of the doom2 texture and pnames lumps, but keeping all the doom2 patch definitions inside aswell. 0 Share this post Link to post
Jimmy Posted July 24, 2011 I think I had a problem like this. Check whether AASHITTY is properly "defined". 0 Share this post Link to post
elic Posted July 24, 2011 Do you have multiple TEXTURES lumps? PrBoom can only use one at once. 0 Share this post Link to post
General Rainbow Bacon Posted July 24, 2011 I don't think so, The texture wad went in as a bunch of patches. 0 Share this post Link to post
GreyGhost Posted July 24, 2011 IIRC, Prboom+ uses the last PNAMES and TEXTURE1 lumps it encounters and will protest if they don't encompass all the textures in your map. Skulltag does things differently, apart from supporting multiple TEXTURE* lumps it'll also treat supported image lumps as textures if they're located between TX_START/TX_END markers. 0 Share this post Link to post
tempun Posted July 24, 2011 DoomHero85 said:I don't think so, The texture wad went in as a bunch of patches. You can't use patches on the walls/floors. All textures must be defined in TEXTUREx lumps. 0 Share this post Link to post