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Hi res texture path, how?
Posted: Mon May 01, 2006 16:29
by kinkyfriend85
How do I get GZDOOM running a texture path?
And what must I do to have them resized ingame?
Posted: Tue May 02, 2006 23:28
by Agent ME
What's a texture path?
Posted: Wed May 03, 2006 0:15
by Daemon
You make a folder named "Textures" inside your gzdoom directory. You then put the textures with the proper name of the graphical texture, which you want to replace inside the Iwad into the folder named "Textures" (like a texture with the name Door3 replaces the first door in the first episode/level of Doom1).
"resizing textures"
Graf Zhal has done nothing about Hi res texture resizing

You may recommend it as a feature suggestion, so he can do something about it. frankly, it is really annoying when textures don't fit on a wall

Posted: Wed May 03, 2006 1:18
by Agent ME
Yes Graf (or somebody) has. HiresTex lump in documentations thread.
Posted: Wed May 03, 2006 2:23
by kinkyfriend85
I've done the hirestex lump and placed it inside the zip file,
I have these files:
Textures (folder)
DEMOTEST.WAD
HIRESTEX.LMP or TXT (told that it doesn't matter)
in a zip file (in that order)
and this is the HIRESTEX lump data:
define ALITN3 64 64
define ALITN4 64 64
define TATREE2 64 128
define TATREE3 64 128
define TBLUE 128 128
define TDIRT19 128 128
define TIW6 128 128
define TIW43 128 128
define TIW44 64 64
define TIW45 128 128
define TMNT5 128 128
define TMNT15 128 128
define TMNT19 128 128
define TMONT 128 128
define TSGRAS5 32 32
define TSGRAS7 32 32
define WFENCE 32 32
And they still don't get scaled!
Posted: Wed May 03, 2006 9:12
by Graf Zahl
Don't put your hires textures in the textures folder. That one is equivalent to the TX_ namespace. Put them in the zip's main folder or in 'graphics/' instead.
Posted: Wed May 03, 2006 11:59
by kinkyfriend85
Okay thanks, I thought something was wrong due to that TX_START and the end cannot contain scaling. I'll try now again and thanks alot!
Btw wouldn't it be far much more convenient if you could use Textures1 lump thats placed in the zip like anything else?, or are you planning to do some simple programme that steals the name of all files that you select in windows? and then add the little code needed, except for what size you want them ingame? That'd be really good too
Posted: Wed May 03, 2006 12:14
by Graf Zahl
The zip format supports everything WAD supports. Of course you can put patches and a TEXTURE1/PNAMES combination in there if you need to. There's just a few subdirectories that map to ZDoom's predefined namespaces. After all, they have to be supported as well.
Posted: Wed May 03, 2006 14:07
by kinkyfriend85
Does this mean I can do Textures1 with scaling for hi res textures and put that lump in the zip to have my hi res textures working correctly?
Posted: Wed May 03, 2006 14:20
by Graf Zahl
Sure. But don't forget PNAMES.
Posted: Wed May 03, 2006 14:48
by kinkyfriend85
It didn't seem to work when I just tried it :/
Posted: Wed May 03, 2006 15:34
by Enjay
Graf Zahl wrote:There's just a few subdirectories that map to ZDoom's predefined namespaces.
What are these (ie how should I name the directories)? I'm guessing Sprites, flats and maybe TX. Any others?
Posted: Wed May 03, 2006 16:03
by Graf Zahl
Look in the Documentation thread.