View Full Version : Texture problem
Yamishi
December 4th, 2004, 09:05 PM
Problem one (already solved) I know this is a newbie thing, but I'm having a problem with textures. I have many single maps, saved in their own wads, with imported textures. However, when I merge the wads together, to make a multi-map wad, all the imported textures disappear, and I'm left with that "hall of mirrors" effect. I don't know what the problem is. The textures are fine when the maps are run individually, but when I merge a bunch of maps together, they just aren't there. I don't know how to fix this.
Problem two: How can I import sprites for monsters or weapons into my PWADs? I use DeePsea, but every time I import a sprite, I get no result. Nothing changes at all. I must be missing something
Thanks in advance for any help.
deepteam
December 5th, 2004, 08:40 AM
That's because the TEXTURE1/2 and PNAMES aren't being merged. Wintex does this sort of, but DeePsea www.sbsoftware.com/files/deepsea.zip will merge different PWADs with different TEXTUREx/PNAMES and patches.
Press F7 - Merge-Import Any Files
1. Select the main target PWAD, the one to contain the final result on the left.
2. Now add the PWADs with the other textures, etc.
3. Save
Be sure to read the report to make sure you didn't have duplicated names. Only ONE name will survive if you did duplicate something. To fix duplicated names, you have to rename the TEXTUREx name or patch name or both depending on the results.
And that's actually not a newbie thing. Most people have trouble with that :)
ReX
December 8th, 2004, 07:22 PM
Problem two: How can I import sprites for monsters or weapons into my PWADs? I use DeePsea, but every time I import a sprite, I get no result. Nothing changes at all. I must be missing something.
If you intend your wad to be played with one of the original IWADs (doom.exe, doom2.exe, plutonia.exe, tnt.exe) then you will need to use a utility called DEUSF, which allows new sprites to appear in PWADS.
Alternatively, you can use your wad with a source port that supports new sprites and you won't need to do anything else.
deepteam
December 8th, 2004, 07:37 PM
LOL - blind me, didn't even see the sprite question.
For the sprites the solution depends on whether this is for stock DOOM or for a port like JDOOM, RISEN3D, ZDOOM, LEGACY, EDGE, etc.
For new ports, you need to add the extra sprites between SS_START and SS_END (S_START and S_END works too). IOW, if you import sprites, they must have an SS_START marker before the first sprite and an SS_END after the last sprite.
For stock DOOM, all you need is a PWAD with ALL the original DOOM sprites and then also your new sprites. If you do not intend to distribute the PWAD, then what you do is create the prime SPRITE pwad using the following steps in DeePsea (be sure to close all files first so you are not picking up extra stuff in any PWAD loaded):
1. F7 - select DeePsea Graphics Editor
2. click Export All Sprites and let the control names be S_START and S_END when it prompts.
3. Now pick a name for this pwad, let's say SPRITES.WAD
Now what you do is F7 Import and let the SPRITES.WAD be your target PWAD. I recommend deleting the entries you are replacing first to guarantee their order (or allow duplicates) and then import the new replacement sprites just before S_END and save. Deleting is simple, just select the entries end click delete for each one in the left list.
If you are going to distribute this pwad, then do what REX suggested, but you have to read the docs for that. Essentially it does the same thing I just described but uses the IWAD of the user so you don't get into copyright problems.
Yamishi
December 8th, 2004, 09:34 PM
Thank you very much, folks! I'll try this stuff out.
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