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Abrax
February 19th, 2004, 02:56 PM
Can anybody tell me how to replace/edit patces in Doom?

I would like to know how to replace titlepics, skys, and animated textures, but no matter how much I do in DeePsea, I cannot do it.

The editors I have, are the latest version of DeePsea (shareware because you should'nt have to pay for anything), and Doom Builder (v1.53).

Can anyone pleazzzzzzzzzzzzzzzzzzz HELP ME :-(

dd_133
February 19th, 2004, 03:13 PM
XWE and Wintex can do it if you upload the textures and rename them to replace the textures you want.

Ninja_of_DooM
February 19th, 2004, 03:15 PM
I would help out but I'm too tired to do anything like this just now. PM and ask Boingo for help.

Abrax
February 19th, 2004, 03:16 PM
Thanks, I think I have a copy of Wintex lurking on my hard drive somewhere.

Ninja_of_DooM
February 19th, 2004, 03:18 PM
To be more precise, go here:http://legacy.newdoom.com/der/

Abrax
February 19th, 2004, 03:19 PM
I've only been editing for about 6 months, but I have made what I think to amount to some good maps. My first was a small DM map (which you would probably think sux), but I like it. My second was the first map of a megawad i've started making, but I have remade it from scratch, and added mor, becuz the original sucked beyond belief.

Abrax
February 19th, 2004, 03:23 PM
Thanx for the link, anyway, as you might have guessed I;m a noob, how do you insert links, because every time I press Ctrl+K, an AOL Keywords box comes up. Guess I'm to used to MS Word. Aaaaaaaaaagghhhhhhhhhhhh!!!!!!

deepteam
February 19th, 2004, 07:23 PM
Can anybody tell me how to replace/edit patces in Doom?

I would like to know how to replace titlepics, skys, and animated textures, but no matter how much I do in DeePsea, I cannot do it.

The editors I have, are the latest version of DeePsea (shareware because you should'nt have to pay for anything), and Doom Builder (v1.53).

Can anyone pleazzzzzzzzzzzzzzzzzzz HELP ME :-(
Step 1 - PRESS F1 and read the help. It's important to understand how all this stuff works. Read all the topics starting with "Graphics - ..." Latest version is 11.83 since DW and others have old versions.

Step 2 - PRESS F7 and all the tools for patches, etc are right there.

You have to get a grasp of what "texture" does what, since textures and patches and lumps are all similar and at the same time all different.

For example, the TITLEPIC is a lump called TITLEPIC. So what you do in DeePsea is press F7 - Import, now select the "target" PWAD in which you want to put a new TITLEPIC, select the BMP with the new TITEPIC using "Add Lumps", now save and you have a new TITLEPIC.

Now TEXTURES are quite different. This is a common point of confusion for all beginners. A Texture name is NOT the name of a patch or lump. It's a name all by itself. Press F7 - TextureX Name Edit and please READ the help since it's pretty long to explain it all.

It's extremely easy to make new TEXTURES in DeePsea - the easiest of any tool available - press F7 - Auto Textures From BMPS and just add BMPS and they will be made into TEXTURES (saving you 3 steps).

I should be paid for writing this all down :) :) :)

ToXiCFLUFF
February 19th, 2004, 07:35 PM
It's extremely easy to make new TEXTURES in DeePsea - the easiest of any tool available - press F7 - Auto Textures From BMPS and just add BMPS and they will be made into TEXTURES (saving you 3 steps). Wintex was nightmarish for this.

DooMAD
February 19th, 2004, 08:47 PM
I guess it depends on what you're used to. I found WinTex pretty easy, and XWE and DeePsea confusing. :)

Then again, I've always suspected my brain's wired up the wrong way. *rolleyes*

ToXiCFLUFF
February 20th, 2004, 03:59 AM
I guess it depends on what you're used to. I found WinTex pretty easy, and XWE and DeePsea confusing. :)

Then again, I've always suspected my brain's wired up the wrong way. *rolleyes* Heh, didn't you have to do it texture by texture? I still find wintex unbeatable for creating a texture out of multiple patches, but for mass resource importing, it was always a pain.

dd_133
February 20th, 2004, 04:56 AM
Heh, didn't you have to do it texture by texture? I still find wintex unbeatable for creating a texture out of multiple patches, but for mass resource importing, it was always a pain.

I use XWE for that.

Tolwyn
February 20th, 2004, 09:33 AM
Some wierd guy did a new tutorial on Dr. Sleep's webpage.

http://drsleep.newdoom.com

DooMAD
February 20th, 2004, 06:29 PM
Heh, didn't you have to do it texture by texture? I still find wintex unbeatable for creating a texture out of multiple patches, but for mass resource importing, it was always a pain.

I'm a fast worker. Importing the entries one by one doesn't take long once you get into a rythm. :)

The only thing that bugs me is when WinTex decides to greyscale something because it's not in the doom pallette.

Abrax
February 21st, 2004, 05:31 AM
I find DeepSea extremely easy for importing new textures from bmps, (I have done it many a time). Anyways, thanks for the tips folks, my megawad now looks a little closer to completion. :-)

I tried what you said Deepteam, but again it doesn't work, I was trying to replace a sky texture. All it did was make JDoom crash when I started a new game saying it could'nt find a texture. (A custom one taht I had added earlier, using import BMP, and had worked fine when I tested it.) Warping past the custom map, I saw that evels that share the same sky texture had not had the sky replaced, this amounted to a great deal of frustration, as your advice was exactly what I was doing before.*angry* *burn* *angry*

deepteam
March 3rd, 2004, 09:22 AM
Not finding a texture is not the same thing as replacing the SKY. BTW, that's not a crash, but an error message. Please post the error message since it tells me exactly what is wrong.

To make a TEXTURE, the easiest method is to use the F7 - AUTO Textures from BMPS. Maybe you just imported a BMP in F7-Import? Or maybe you put in markers which will cause JDOOM to not see them. It's a bug in the original BOOM code since the markers should not prevent a patch from being recognized for a texture.