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jesuswithbazookaz79

Importing Textures into Slade into GzDoom Builder

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Hey there guys,

As of right now i am trying to make a megawad mod consisting of custom textures, monsters and sprites downloaded off Realm667.

So far i read the tutorial on slades wiki about importing textures and so far as i dragged everything from the texture wad to my wad, i have been having buggy problems as i tried to move them under the ENDMAP lump.

So far i've imported my own textures that i've downloaded off of google images and so far thats been working ok. However when i've imported textures from the DukeWad and the Episode5WAD and so far i have been getting some bugs. Such as the textures being corrupt when i put the duke and ep5wad textures below my custom textures, and even if i put Ep5 and DukeWAD above my textures ive got from the web then everything looks ok whilst your in 3D mode in GZ doom builder, however when i run the game it pops up with a error message about Patch names and texture names

http://prntscr.com/dfd20f

What my level looks like at the top

http://prntscr.com/dfd2m2

Same with the 3d preview

http://prntscr.com/dfd387

The wad at the moment.

http://prntscr.com/dfd3rs

When i put the textures below my textures

http://prntscr.com/dfd4kk

I get this shit

http://prntscr.com/dfd53d

But when i put them above my custom textures i got from google images

http://prntscr.com/dfd5vu

Everything looks ok but when i test the game.

http://prntscr.com/dfd6aw

I get this crap


Is there any way that i can fix this? Could you please tell me what i'm doing wrong if the patch files are supposed to be different or something?

Thanks

oh and i got an error saying that gzdoom has stopped working

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First off, if you're using any ZDoom based port, you don't need to use TEXTURE1 and PNAMES, you can stick them into TX_START and TX_END lumps instead. The only time you need to be using texture definitions is if you have a composite texture (that is to say, a texture that uses multiple patches instead of just one).

If you are going to be using a texture definition lump (and only if you actually need one), you should use TEXTURES instead of TEXTURE1 and PNAMES, as it's a more up-to-date format with more flexibility and capabilities. Also being text-based instead of binary, it's far less prone to errors such as the bad PNAMES indices you've encountered.

As for corruption, you may be using the wrong format. I already noticed you're using JPEGs, AFAIK that's not supported. Convert them to true color PNG (not paletted PNG!). Another thing to keep aware of is that the flat format is different than patches. If you try to load a flat as a patch or vice-versa, it will screw up.

Lastly, you don't need to make multiple posts after one another unless you're bumping an old thread. The edit button is there for a reason.

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ZDoom does support JPGs (and more), but a lossy format is not a good idea for low-res textures like those used in the typical Doom mod.

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There is one benefit to use TEXTURE1 and PNAMES I've found: Slade3's "check for unused textures" functionality only works with them. If you're loading an entire texture pack into your wad but don't intend to use every single texture, it's a very straightforward way to remove excess bulk.

When you say it adds extra flexibility, in what way?

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^ Patch rotating, scaling, flipping, translucency, decal settings, using graphics outside of the patch namespace as patches, and more.

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