View Full Version : OK... How do you do textures with Deep Sea or Wintex?
February 6th, 2002, 03:19 PM
Alrighty... Could someone please explain to me how to import a texture from final doom into a doom II wad? Thank you all !!!
February 6th, 2002, 05:33 PM
You don't want to modify the IWAD. What you want to do instead is add any new textures to your PWAD.
It's easy to do, but it takes some reading of all the different terms to get it down pat. Here's an overview. The DeePsea online help has several areas that talk about "graphics".
What people call a texture is actually made up of something called "patches". For every texture there is at least one patch graphic. The texture name and the patch/graphic name have nothing to do with one another. They may or may not have the same name.
Patch names are stored in a lump called PNAMES. For every name in PNAMES, there has to be a lump graphic by that name in the PWAD (or IWAD).
Texture names are stored in lumps called TEXTURE1 and TEXTURE2. Texture names reference the patch names in PNAMES. That's because they actually use an index number into PNAMES to save space.
So to add a new graphic, you have to add it to PNAMES and then add the texture name to TEXTURE1 which will reference PNAMES.
Hope I didn't lose you yet.
The way to do all this is trivial (where you don't have to know much), to a bit more involved (where you have to understand what I wrote above).
The simplest way to add a new texture to a PWAD is to use the DeePsea F7/Auto Textures from BMPS. Just point this tool to BMPS you want to make into textures, press save (into your PWAD) and all the steps I outlined above are done for you. It's up to you to make sure the sizes are correct.
The way to get a BMP image from another WAD is just to export the graphics as a BMP, using the F7/Export tool.
If a texture is made up from many patches then you get into the details of texture construction. F7/TEXTUREx name edit shows you in detail how every texture is made. Here you can tinker as much as you like.
I'll leave it at that for now so you can look and see. Post any questions here so I can make it specific to your case.
The current version of DeePsea is 11.56 at www.sbsoftware.com (http://www.sbsoftware.com)
February 6th, 2002, 07:24 PM
Well, OK... I understand all that stuff fairly well. However, basically all I want to do is take that REDROCK texture that has a hole in it (You see it in the level Quarry in TNT: Evilution) and import it into my level. I am using Deep Sea for most of my 'special' stuff and wadauthor for my basic construction.
I pressed F7 as you instructed and I then went to the import texture screen, but I cannot take a texture from Final Doom and put it into my Doom II wad. Well, I probably can, I just don't know how. lol. That is why I'm asking you people... Please help the challenged person !
Thanks for your time !!!
February 6th, 2002, 07:51 PM
You mean REDOPEN.
Like I said, first EXPORT the patch as a lump. It turns out that the patch name and the texture name are the same, making this real easy.
1. Press F7/Export Lump to a file.
2. Select REDOPEN by clicking on it.
3. Select BMP and save your BMP.
Now close that tool and
1. Press F7/Auto Textures from BMPS
2. Click add files and select the BMP you made above.
3. Press save and select your PWAD that has the level in it.
Done. WA will recognize this new texture.
FYI, you can do "sector" prefabs in DeePsea, only they are more flexible in terms of being sizable and movable before you place them.
February 7th, 2002, 03:07 PM
OK... That worked fine. I am sorry that I misunderstood what you were saying before. I got REDOPEN into it's own little file. Here is the thing though... Whenever I play my level now I get an error that says something like "Unknown Texture used." However when I play it under Final Doom it works fine because REDOPEN is part of Final Doom. How would I get REDOPEN and other textures into some kind of file that Doom II would allow? I know it is possible... I have editing fairly down pat, I do not however really know anything about creating different files that support my music, texture lists ect.
I have only been able to use the Doom II textures and whatever else.
For example, when I play my map (which is a Map 29 counterpart)I only get the D_Shawn3 music that would otherwise accompany The Living End level. I changed that so I had the D_Shawn3 that would accompany River Styx (Map 29 of Final Doom) but I cannot get that music to play if my map is 28 though.
Anyway... How would I get all these 'Map extras' into a seperate thing for reference to my wad game? If at all, just please explain how to do so with the REDOPEN texture. Thank you very much for your time.
February 8th, 2002, 05:14 AM
Which editor are we talking about? I use wintex.
Tod ist mein leben!
- Death Knight
February 8th, 2002, 03:00 PM
I believe the subject says "EITHER"...
February 8th, 2002, 03:10 PM
Oh, there are so many simple variances I sometimes assume too much. Are we doing this for DOOM2 IWAD or for TNT? I'm assuming you are going to use the DOOM2 IWAD and use your level.
Just do what I said earlier, except CHANGE the IWAD file to DOOM2.WAD -before- you import the REDOPEN BMP (Auto textures from BMPS).
The best way to do this with DeePsea is to have a DOOM2 project and a TNT project. Then all you do is switch projects to get the IWADs to switch. You Export using the TNT project and Import using the DOOM2 project.
There are projects for Plutonia, Hexen, Heretic, ZDOOM and more. It makes it easier in the long run to set them all up up front - although not required.
You are in the TNT IWAD so when you made the REDOPEN BMP, so when you created it, what you got was it and all the other TNT stuff in TEXTURE1.
You can also make a merged set of both DOOM2 and TNT. And there are other ways to do this. But let's leave that for later till we get this taken care of.
You need to save the new texture to YOUR level PWAD -OR- load BOTH files when you play with DOOM2. Saving to YOUR PWAD is recommended if you want WA to see it though.
Different music is geared towards different level groups. I don't remembered when it changes names. Maybe someone else will know. One way to figure it out is just listen to the music 28 plays. Now go to the F7/Export tool and play the music. When you get to the one that matches, that's the name you need for 28.
Wintex is much more difficult to make textures with compared to what I showed you. DeePsea also has a step by step texture composition tool, one of the other methods I referenced earlier.
February 8th, 2002, 03:16 PM
Thank you very much .....
OK... I have one (hopefully) last question. : )
My level (because it's so large) keeps getting the save game buffer overrun error. Do you know how to get rid of it without changing any aspect of the level design? I know there are Plutonia levels much bigger then my level, but I still get the error. Please help me.
Thanks again ! ! !
February 8th, 2002, 03:56 PM
Well OK Mr. Deepteam, I can't get it to work. Do you just want me to email you my level and you put it in? I'm totally confused. My level has all kinds of glitches and stuff. I must be retarded or something...
February 9th, 2002, 01:50 AM
Save game for STOCK doom is mainly the number of "things" you have in the game. If you press F10, statistics for your level in DeePsea it shows you the savegame size for your level and if it exceeds the limit for doom. The number in the green area is the limit, about 180,000
I never use stock DOOM to play doom, avoiding ALL the limits you'll run into sooner or later.
People here use LEGACY, but I prefer ZDOOM. Mainly now because the graphics in ZDOOM are way better than LEGACY or any other port -IF- you make the graphics. I'll be uploading a new version of XTHEATER with high-res textures this weekend so everyone can see what I'm talking about. Believe me, it's pretty damn awesome what you can do. This is only if you have a PII or above however.
Sure send me the level. But if it has a bunch of errors, I'll just fix them and you can compare and see what's changed, since explaining can take forever http://forums.newdoom.com/UBB/smile.gif I may not get to it for a few days though, since I need to get the new release of DeePsea out for high res textures too.
February 9th, 2002, 08:01 AM
How do you propose that I send the level to you? I've always sent levels to testers etc. through email so if you want it sent another way you'll have to tell me how. Thanks again.
February 9th, 2002, 09:08 AM
email is fine
February 9th, 2002, 02:01 PM
You really have changed into a really nice guy.
I got a job now so maybe Im going to give that software of yours a trial run after all.
Shit, I hope the Legacy folk are paying attention to the hi-res texture talk
Creator of 'The Mummy Phuquers' and 'Mystic' series of Doom wads.
also creator of ANDYDM1.WAD (my favourite)
MYSTICMEG IS CUMMING SOON
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