Texture problem with Doom builder 2 in gzdoom

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Neccronixis
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Texture problem with Doom builder 2 in gzdoom

Post by Neccronixis »

Just a quick question in relation to running my map in gzdoom. When I try to load a map I create using textures from doom.wad, DOOM2.wad, tnt.wad and plutonia.wad I am missing textures depending on which iwad I choose to run the game with. I have searched everywhere for a solution to this but could someone explain the PROCESS of using/combining textures from all iwads and putting them into a pwad?

(Yes i have tried to use doom builder 2 forums for this question, but I don't seem to get any answers)

Any help would be greatly appreciated :)
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Blue Shadow »

At the Realm667's repository, you can find Doom 1, Evilution and Plutonia textures that are not in Doom 2. Merging them in one wad is unnecessary.
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Neccronixis
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Neccronixis »

But don't you still need to have all texture resources merged into 1 pwad? so that for eg, if you choose to upload this map, a person who deson't own final DOOM can still see the textures?
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Rex Claussen
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Rex Claussen »

Neccronixis wrote:But don't you still need to have all texture resources merged into 1 pwad? so that for eg, if you choose to upload this map, a person who deson't own final DOOM can still see the textures?
What you're considering (i.e., copying resources, such as textures, from a commercial IWAD into a PWAD) is deemed illegal by id Software. Of course, you can do whatever you wish for your personal use; it's just that you won't be able to distribute your PWAD through common channels. But, yes, you'll need to extract textures from the various IWADs and assemble them in your PWAD if you want others to see the textures when they play your mod.

What I don't understand is how you've managed to create a map that uses textures from different IWADs. All the map editors I know of (and all source ports, for that matter) can only use one IWAD at a time.
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Blue Shadow »

Rex Claussen wrote:What I don't understand is how you've managed to create a map that uses textures from different IWADs. All the map editors I know of (and all source ports, for that matter) can only use one IWAD at a time.
With Doom Builder 2 you can have multiple resources loaded for your maps at once. Also, you could load iwads as pwads when playing.
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Neccronixis
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Neccronixis »

So technically all other pwads using original DOOM textures are illegal? :? I just want to make maps with textures from all the different iwads, but i don't think just copying the textures straight from the wad is the most efficient way to do it.
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Enjay »

One of the problems you may face is that some of the textures that are different in appearance across the IWADs have the same name. Switches and animated textures are most likely to expose this difficulty because the names of textures that could be switches/animations were hard coded in the engine so if a new switch/animation was required the texture name had to be reused.

You can of course get around that these days by making your own texture WAD and defining new switches and animations in the ANIMDEFS lump and give the switches with duplicated names a new name (and then use the new names in your maps, obviously).
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Rex Claussen
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Rex Claussen »

Blue Shadow wrote:With Doom Builder 2 you can have multiple resources loaded for your maps at once. Also, you could load iwads as pwads when playing.
Good to know, thanks.
Neccronixis wrote:So technically all other pwads using original DOOM textures are illegal? :? I just want to make maps with textures from all the different iwads, but i don't think just copying the textures straight from the wad is the most efficient way to do it.
Yes, PWADS that include original DooM IWAD resources are considered illegal for distribution purposes.

But coming back to your original questions, if you do not copy the necessary resources from the respective IWADs to your PWAD, then anyone playing your PWAD will need to own all the IWADs from which you've used resources. Otherwise, vanilla DooM will not start, and source ports will deal with missing textures differently but will invariably not display the intended (but missing) textures.

A potentially bigger problem is one that Enjay pointed out - duplication of texture names.
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Blue Shadow »

I don't know but people often use sounds and graphics and other game resources from other commercial games in their to-be-released-to-the-public projects. No one said anyting. :?
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Rex Claussen »

Blue Shadow wrote:I don't know but people often use sounds and graphics and other game resources from other commercial games in their to-be-released-to-the-public projects. No one said anyting. :?
You are quite correct about what you say. However, the major sites dedicated to DooM (ZDooM.org, Doomworld.com, drdteam.org, and the idgames archives) have all pledged to block distribution of wads containing DooM IWAD resources on their sites. They are not quite as particular about resources from other games (although there are some restrictions regarding copyrighted materials from Disney, and Beavis & Butthed, among others).

Aside from the (admittedly small) risk of being sued by id Software, Neccronixis can upload her/his wad to a site that does not have such restrictions, and make it available to the public. And, of course, the wad can be emailed to others without drawing attention to the wad.
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Re: Texture problem with Doom builder 2 in gzdoom

Post by Neccronixis »

Can anyone recommend me a texture wad that replaces ALL the doom 2 textures so that i dont have to edit each individual texture?
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