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Posted: Mon Jan 16, 2006 23:38
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.

Posted: Mon Jan 16, 2006 23:46
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!

Posted: Tue Jan 17, 2006 21:59
by Syfo-Dyas
You were right, this is easy!

Don't think I'll be using PNG's though with my mere 850Mhz CPU. :)

Posted: Sun Feb 12, 2006 20:34
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.

Posted: Sun Feb 12, 2006 21:05
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.

Posted: Mon Feb 13, 2006 3:16
by BlazingPhoenix
Off-line viewing....heh...the useful programs just keep on coming :D

Posted: Mon Feb 13, 2006 10:09
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. :(

Posted: Fri Jun 16, 2006 22:04
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!

Posted: Tue Jun 20, 2006 14:13
by KuriKai
Dose no one know about jfiles?


Edit by Graf Zahl: No rude insults, please!

Posted: Wed Jul 05, 2006 6:13
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:

Posted: Wed Jul 05, 2006 17:52
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

Posted: Thu Jul 06, 2006 5:29
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