How can i get some hi-res textures and how do i use them?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Okay, you might want to download an offline version of the Wiki then. It's not obvious though, so pay attention:

Step 1) Go to http://www.httrack.com/ and download it. You'd want to download the no-installer version to speed up the process.

Step 2) Run WinHTTrack.exe, File -> New Project, press Next. Enter "ZDoom Wiki" as the project name, then look at "Base path". Click the button that says "..." and choose a folder to save the ZDoom wiki to. Click Next.

Step 3) Enter this into the web address box: http://www.zdoom.org/wiki/index.php?title=Main_Page

Step 4) Click "Set Options". Go to the "Scan Rules" tab and you should see a box with a bunch of stuff. Clear that box and put this:

-*Special:*
-*Talk:*
-*User:*
-*&action=*
-*&printable=*

... and press OK. Then hit Next.

Step 5) Hit Next again; don't touch the other options. Sit back and wait! The Wiki will be downloaded to your hard disk and you can bring it home for offline viewing.
User avatar
Syfo-Dyas
Posts: 182
Joined: Sun Oct 09, 2005 21:54
Location: Ohio
Contact:

Post by Syfo-Dyas »

ha ha, that's what I'm doing right now. Didn't know about the special options though, will set them.

Yes, WinHTTrack is the best!
User avatar
Syfo-Dyas
Posts: 182
Joined: Sun Oct 09, 2005 21:54
Location: Ohio
Contact:

Post by Syfo-Dyas »

You were right, this is easy!

Don't think I'll be using PNG's though with my mere 850Mhz CPU. :)
The_Heretic
Posts: 1
Joined: Sun Feb 12, 2006 20:30

Post by The_Heretic »

Is there a tutorial on the usage of hires textures for a gzdoom project, since the help given here is patchy, vague and makes too many assumptions (especially the code/script examples on the documentation thread - where exactly is that code to be inserted?).

I think my theory about how its done sounds fair (same as jdoom does it) and no lump editing is required. So is there a resource on this?

Regards.
User avatar
NeoHippo
Posts: 408
Joined: Tue Sep 13, 2005 0:47
Location: British Columbia Canada

Post by NeoHippo »

The_Heretic wrote:Is there a tutorial on the usage of hires textures for a gzdoom project, ...
I have not seen one yet, but go back a page and have a look at what XDelusion wrote. Everything is right there.
Create the HIRESTEX lump, then remap or define to your heart's content. I use XWE for this. Since it is a normal
text file, it does not need to be compiled. But save it.

And as is mentioned, do not use the TX_START and TX_END markers. Do as Enjay did in his Overlord wad, use
HI_START and HI_END as markers, to load the high resolution graphics. That way, everything is nicely organized.
TAtL, tU, aE
User avatar
BlazingPhoenix
Posts: 488
Joined: Sun Aug 28, 2005 5:11
Contact:

Post by BlazingPhoenix »

Off-line viewing....heh...the useful programs just keep on coming :D
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

The only downside is when you search, it still goes online. Most of my uses of the Wiki start with a search, so it's of limited use to me. :(
Devan
Posts: 40
Joined: Tue Jun 06, 2006 15:43
Location: Lithuania

Post by Devan »

All hires textures are at http://risen3d.newdoom.com . You must create a new folder names textures in GZDoom folder, then create folder named doom in textures folder and then install textures from risen3d to that folder. Better way would be to first install them to any other place. Then select them all and move to folder names DOOM. Have fun!
KuriKai
Posts: 47
Joined: Sun May 21, 2006 23:46

Post by KuriKai »

Dose no one know about jfiles?


Edit by Graf Zahl: No rude insults, please!
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

Hiya buddy (XDelusion), happy to see you here!!!
Yes, you're absolutely not a newbie, for sure... and...
You're not the only one to be confused!!!!!!!!!!!!

There is no real and simple explanation about HighRes textures and the way to put them in a pwad. I'm currently trying to figure out how to replace a SKY... An the explanations are so confusing that I prefer to abandon.
What a pity!!
Thus, I'm not a newbie myself... Newbie with GZDoom, yes, but not the editon of pwads. :(

It's so hard to write a simple AND well done tutorial about this particular subject?!?
At least, all the... "explanations" given here, which are partial, are of no help at all.

Example:
To replace an original texture, sprite or graphic use:
Code: remap texturename hireslumpname

Original?!? I don't want to replace an original texture, but to replace a texture present in a pwad by its highres version.
Very confusing, and what a lost time (for you to read us and to answer, and us, searching to understand!)

Thank you for your patience! :oops:
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Graf/Enjay - I think you need to redo the HIRESTEX docs in the docs thread because apparently, people are getting sleepless nights due to the fact that it's "not easy to understand". =p

Anway, to answer your question; it should be pretty obvious.

The first "texturename" would be the existing texture in the wad (hence the word "original"). For example, the texture STARTAN2 or the flat GRNROCK. In case you aren't following me, they are an example texture and flat from DOOM2.WAD, respectively.

"hireslumpname" would be your new high resolution texture.

So let's say you want to replace Doom II's STARTAN2 with a high res graphic you made. Let's say you named your high res texture MYTEX1.

Firstly, you'd have to import MYTEX1 into your PWAD. I'm sure you know how to do this.

Assuming you are using XWE:

If MYTEX1 is a BMP file, then just import it into your PWAD like you normally would. If it's a PNG or JPEG or whatever, then use the "Load as Raw Data" option in XWE.

Just remember that they can be anywhere in the PWAD, but NOT between TX_START and TX_END.


Okay, next step:

This is what you'd put into your HIRESTEX lump:

Code: Select all


remap STARTAN2 MYTEX1

As long as you have imported your new texture (MYTEX1) correctly into your PWAD, what will happen now is, for every wall that uses STARTAN2, it will be replaced with MYTEX1.

Easy!

EDIT:

Here's an example PWAD. It uses a paletted PNG so it'll work in GZDoom only.

http://nash.wanzafran.com/hirestex.zip
User avatar
Jive
Posts: 340
Joined: Sat Mar 11, 2006 23:44
Location: Manaus (Amazonia)
Contact:

Post by Jive »

Well done!!!
Here is really a VERY good documentation.
And with an example, so that, in case of a lack of neurons, we can finally understand.

Nash, you saved my nights!!!
;)

Merci!

P.S. : Ok, I saw your happy face, your pictures and the textures from Urban...
I hope that you'll stay bored a lot of time, so that we'll have the pleasure to have your help...
Muhahaha!!! :P
Locked

Return to “GZDoom”