Importing graphics into SLADE 3

Is there a particular rule about what type of graphics require a TEXTURES lump?

I don't have any custom walls/flats - just map names, levels, music and a title/inter screen. My WAD loads fine in Zandronum but Chocolate throws a "NumForName" error. Chocolate doesn't seem to complain with just levels and music. I haven't been able to narrow down exactly what I need to add to make it work.

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As far as I know, only wall textures need the PNAMES and TEXTURE1 lumps: TITLEPIC, INTERPIC and flats can be put into a wad without too much problems. This might be a bit obvious, but check that all the graphics are in Doom format.

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Obviously I don't create them in Doom format, but SLADE has a conversion feature. I think SLADE is molesting my WAD somehow, because the maps all run fine when I assemble the megawad using Doom Builder.

It appears to be a problem lining up entries, because I'm not recognizing the texture names it can't find.

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Would you be able to post a link? It's alright if you don't want to, but it'll make the problem easier to diagnose.

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Well, it doesn't seem to be a graphics problem. At least not what I thought it was. Thankfully, only a few of my maps have been corrupted. Chocolate is crashing because it can't find a texture; but it's actually looking for a combination of names (e.g. "ADLCHAINBROWN144-"). It leads me to believe that a pointer got screwed up somewhere, so it's looking at the wrong string. I have no idea how this happened or how to undo it. I may try saving the map as a prefab and importing it into a new file. I'm not looking forward to re-texturing four maps.

http://speedy.sh/Z7g3c/rear-entryway.wad
Here's one of the corrupted maps. I'd appreciate any help finding me an easier way to fix it.

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Bucket said:

I'd appreciate any help finding me an easier way to fix it.

Try using DeePsea, it's not everyone's favorite but has more comprehensive error checking than Doom Builder.

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Yeah, those texture names didn't exist - I'm not sure how they got there. Probably vestiges of porting them from other IWADS, but some are a mystery. After I figured out which part of the string was the invalid texture, I simply had to remove them.
Thanks!

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