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July 1st, 2004, 02:19 PM
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#1 |
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Join Date: May 2004
Posts: 232
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Please help. Error with Retres.wad
Okay. I followed the instructions i've read, and have successfully combined the Retres.wad file with my 4 level PWAD. I have access to the textures and they're great looking. One small problem tho, if I try to run the PWAD, I get this error message, R_Init Textures: Missing Patch in Texture AADUMMY1@. That file is one of the textures in the Retres.wad file. But, if i'm making my map and I go into 3D mode, and I want to use that texture, the texture would be there, but, for some reason I can't run the map. And, it wouldn't matter if I merged that wad file or not, I still get the error. Also, when I first open the 4 level wad file I have, and I select Additional files or whatever it says, I direct that section to the Retres.wad file. When it all opens, I get this huge list, and I'm assuming the list is all the texures from the Retres.wad file.
WARNING: Could not find the required lump for the patch BODIES That is just 1 of the textures listed. The error is the same for the other 100 or how many textures there are in the wad file. So if anyone knows what's goin on, or has suggestions, I'll be here. |
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July 1st, 2004, 04:34 PM
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#2 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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Ive had that same problem with one of my own texture wads, I ended up using wintex to save all the textures, flats etc to a folder then made a new wad with them (using deepsea for speed, it does them all at once, not one at a time)
I think the problem was caused by me using wintex to edit a texture wad made in deepsea, Im sure it messed something up |
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July 2nd, 2004, 12:46 AM
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#3 | |
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Join Date: May 2004
Posts: 232
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Quote:
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July 2nd, 2004, 02:06 AM
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#4 |
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Join Date: May 2004
Posts: 232
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Well, I just made a whole brand new map in Doom Builder. Used the Retres.wad file for extra textures, and still I got that R_Init Textures: Missing Patch in Texture AADUMMY1@ error. All the texures are there. And i've got Boom, Doom and Legacy. I've tried all 3 engines, none of them will work. Either the Retres.wad file is screwed, or I missed something. I've got all the files needed in the Doom directory also. Even the engine executables.
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July 2nd, 2004, 02:27 AM
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#5 |
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Commander Keen
Join Date: Jul 2003
Location: Estonia
Posts: 534
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Can you upload the thing somewhere so we could take a look at it?
Also, you said "All the texures are there.", but the error message complained about missing PATCH in a texture. |
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July 2nd, 2004, 08:43 AM
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#6 |
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Commander Keen
Join Date: Feb 2001
Location: Woodinville, WA
Posts: 476
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AADUMMY1 uses the patch names BODIES. Make sure that it actually still says that and that BODIES is in the PWAD.
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July 2nd, 2004, 07:44 PM
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#7 | |
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Join Date: May 2004
Posts: 232
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Quote:
Last edited by Doom007; July 2nd, 2004 at 07:51 PM. |
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July 3rd, 2004, 09:08 AM
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#8 |
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Commander Keen
Join Date: Feb 2001
Location: Woodinville, WA
Posts: 476
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If that's so, then AADUMMY1 is messed up - caused by WINTEX.
If all you are doing is merging PWADs + the RESTRES.WAD then use DeePsea (www.sbsoftware.com), since that can combine multiple TEXTUREx/PNAMES, PWADS, files, etc and verifies that everything exists. Press F7 and select IMPORT/MERGE, then just add the PWADS to the right column and select a target on the left. The target can be an existing PWAD, but in this case, just make a new name so you end up with a new PWAD file and you can compare easier. Just rename any duplicate levels on the right side before you save though ![]() You can also see the TEXTURE/PNAME relationship in F7 - TEXTUREx Name Edit. Similar in some ways to how Wintex displays this information. Plus, there's a button that will check your PWAD and tell you ahead of time if any texture names or patches have mistakes. This particular texture resource has some mistakes, but you can ignore them since it depends on how they are used. |
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July 3rd, 2004, 03:03 PM
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#9 | |
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Commander Keen
Join Date: May 2001
Location: U.S.
Posts: 594
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Quote:
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July 3rd, 2004, 03:40 PM
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#10 | |
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Join Date: May 2004
Posts: 232
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Quote:
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July 3rd, 2004, 04:33 PM
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#11 |
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Join Date: May 2004
Posts: 232
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Deepteam, I installed DeePsea, and I am still getting the same error as I did before with Doom Builder, R_Init Textures: Missing Patch in Texture AADUMMY1@. I remember you mentioning a button that will verify everything is correct, where is it?
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July 4th, 2004, 01:01 AM
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#12 | |
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Commander Keen
Join Date: Jul 2003
Location: Estonia
Posts: 534
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Quote:
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July 4th, 2004, 08:52 AM
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#13 | |
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Commander Keen
Join Date: Feb 2001
Location: Woodinville, WA
Posts: 476
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Quote:
Verify Text - this verifies textures Verify Patch - this verifies patches You need to load (open) your combined PWAD in DeePsea before you do this of course. (and be sure to close all files to make sure you are starting with nothing else loaded). Btw, did you really mean to type AADUMMY@ (including the @ sign), but I think you meant AADUMMY1? There should be no AADUMMY@ in RETRES.WAD- unless something you are importing has the AADUMMY@ texture defined? All the textures and patches you imported were noted in the report produced when you merged the PWADS with DeePsea. This report can be saved with NOTEPAD for reference. FYI: The original RETRES PWAD left the patchname BODIES intact (same as AASHITTTY). Last edited by deepteam; July 4th, 2004 at 09:00 AM. |
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July 4th, 2004, 10:11 AM
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#14 | |
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Join Date: May 2004
Posts: 232
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Quote:
http://www.newdoom.com/hosted/dlw/Utilities.shtml I'll try and do what you said DeepTeam and see what results I get. Thanks for the info.
Last edited by Doom007; July 4th, 2004 at 10:25 AM. |
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July 4th, 2004, 10:16 AM
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#15 |
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Join Date: May 2004
Posts: 232
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Well, when I clicked on Verify Text, I got this message,
** Checking 1357 PNAMES to the all WADS loaded ** ** Use EXPORT tool to check ALL graphics ** Total Palette Pixels not used by any TEXTURE graphic = 1 208, All Texture lumps found == Checking 1434 Textures == 3COMHINT 128x128 (1 patches) not completely covered at 0 3CYBWARN 128x128 (1 patches) not completely covered at 8192 3NWARN 128x16 (1 patches) not completely covered at 1792 3PIPE1 32x128 (1 patches) not completely covered at 1216 3PIPE2 32x128 (1 patches) not completely covered at 1216 3PIPE3 64x128 (1 patches) not completely covered at 4352 3PIPE4 32x128 (1 patches) not completely covered at 1088 3PIPE5 64x128 (1 patches) not completely covered at 4864 3PIPE6 32x128 (1 patches) not completely covered at 832 3PIPE7 64x128 (1 patches) not completely covered at 4864 3PIPE8 64x128 (1 patches) not completely covered at 4352 3PIPE9 64x128 (1 patches) not completely covered at 3328 3PIPES 32x128 (1 patches) not completely covered at 1088 3SWISH9J 64x128 (3 patches) not completely covered at 6144 BARSDN 64x64 (1 patches) not completely covered at 0 BARSUP 64x64 (1 patches) not completely covered at 0 BSEQ 256x16 (1 patches) not completely covered at 0 CLOSWAY 64x128 (1 patches) not completely covered at 0 DONTFORG 64x128 (1 patches) not completely covered at 0 FASTWAY 64x128 (1 patches) not completely covered at 0 FIREMSG 128x128 (1 patches) not completely covered at 0 HARDWAY 64x128 (1 patches) not completely covered at 0 MUSTALT 256x64 (1 patches) not completely covered at 8192 PLAT2BAR 64x64 (1 patches) not completely covered at 0 SAVED 64x64 (1 patches) not completely covered at 0 SCENWAY 64x128 (1 patches) not completely covered at 0 STATID 1024x32 (1 patches) not completely covered at 0 SW1HOTA 128x108 (2 patches) not completely covered at 13312 SW2HOTA 128x108 (2 patches) not completely covered at 13312 WASTEREC 256x128 (1 patches) not completely covered at 0 *** 30 Textures not completely covered by patches *** == Checking 1434 Textures for duplicates == There are no duplicate TEXTURE names == Checking 1357 PNAMES for duplicates == There are no duplicate PNAMES names But the Verify Patch seemed to be okay. |
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July 4th, 2004, 10:17 AM
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#16 |
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Commander Keen
Join Date: Jul 2003
Location: Estonia
Posts: 534
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If it's from dlw, then i'm not surprised...
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July 4th, 2004, 10:19 AM
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#17 | |
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Join Date: May 2004
Posts: 232
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Quote:
Last edited by Doom007; July 4th, 2004 at 10:26 AM. |
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July 4th, 2004, 02:45 PM
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#18 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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I have the same problem with that retres.wad, I gave up trying to use the wads that need it.
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July 5th, 2004, 09:23 AM
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#19 |
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Commander Keen
Join Date: Feb 2001
Location: Woodinville, WA
Posts: 476
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You have another PWAD with textures when you merged since RETRES PWAD does not generate the list shown above. Should have 1435 textures.
RETRES works fine - just tested with LEGACY since it's from TNT ![]() What other PWAD(s) have TEXTURE1 and PNAMES stuff? Just look for TEXTURE1 and PNAMES in each one. The merge log from DeePsea also would have told you. Maybe you used AADUMMY1 as a texture? You can't use the first texture in the list. Here the basic list I get - notice that the order is different 3NWARN 128x16 (1 patches) not completely covered at 1792 3PIPE1 32x128 (1 patches) not completely covered at 1216 3PIPE2 32x128 (1 patches) not completely covered at 1216 3PIPE3 64x128 (1 patches) not completely covered at 4352 3PIPE4 32x128 (1 patches) not completely covered at 1088 3PIPE5 64x128 (1 patches) not completely covered at 4864 3PIPE6 32x128 (1 patches) not completely covered at 832 3PIPE7 64x128 (1 patches) not completely covered at 4864 3PIPE8 64x128 (1 patches) not completely covered at 4352 3PIPE9 64x128 (1 patches) not completely covered at 3328 3PIPES 32x128 (1 patches) not completely covered at 1088 3SWISH9J 64x128 (3 patches) not completely covered at 6144 SW1HOTA 128x108 (2 patches) not completely covered at 13312 SW2HOTA 128x108 (2 patches) not completely covered at 13312 STATID 1024x32 (1 patches) not completely covered at 0 FIREMSG 128x128 (1 patches) not completely covered at 0 DONTFORG 64x128 (1 patches) not completely covered at 0 HARDWAY 64x128 (1 patches) not completely covered at 0 CLOSWAY 64x128 (1 patches) not completely covered at 0 FASTWAY 64x128 (1 patches) not completely covered at 0 SCENWAY 64x128 (1 patches) not completely covered at 0 MUSTALT 256x64 (1 patches) not completely covered at 8192 WASTEREC 256x128 (1 patches) not completely covered at 0 BARSUP 64x64 (1 patches) not completely covered at 0 BARSDN 64x64 (1 patches) not completely covered at 0 PLAT2BAR 64x64 (1 patches) not completely covered at 0 BSEQ 256x16 (1 patches) not completely covered at 0 SAVED 64x64 (1 patches) not completely covered at 0 3COMHINT 128x128 (1 patches) not completely covered at 0 3CYBWARN 128x128 (1 patches) not completely covered at 8192 Last edited by deepteam; July 5th, 2004 at 09:31 AM. |
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July 5th, 2004, 06:31 PM
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#20 | ||
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Join Date: May 2004
Posts: 232
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Quote:
so here's my dillema. I've got a PWAD that is using DOOM, for Doom Builder, and the extra textures to use I have selected as Retres.wad. Then, I merged the PWAD I made with Retres.wad. But I think that even if I used DOOM as the main IWAD, the Retres.wad as the extra textures, but didn't merge the WAD file into my PWAD, I would still get the error.Quote:
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