high res textures

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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spacepirate
Posts: 7
Joined: Mon Aug 06, 2007 18:56

high res textures

Post by spacepirate »

Yoo,

I got a question. How do you use hi res textures?
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Boingo the Clown
Posts: 102
Joined: Sat Dec 03, 2005 17:40
Location: North of New York, West of Montreal, East of Toronto, and South of Hell

Post by Boingo the Clown »

Oh! Oh! Oh!

Can I tell him?
spacepirate
Posts: 7
Joined: Mon Aug 06, 2007 18:56

Post by spacepirate »

Yes...
DoomerMrT
Posts: 91
Joined: Thu Aug 09, 2007 19:07

Post by DoomerMrT »

Hi spacepirate!

First you have to create a HIRESTEX named lump(of course you know that :lol: )

Then type into the lump
-if you want to define new textures as high-res:

Code: Select all

define mytexture 128 128
-if you want to define original doom/doom2 ones:

Code: Select all

remap doom2tex mytexture

You have to insert the x and y scale as the numbers show it above.Of course insert your texture's name instead of mytexture.


If you want to do high-res sprites then you have to create a fake lump to the sprites section with the name of your definable lump,then load in the real one what you want to the lumps section,then define it as shown above.If you want to define original doom/doom2 sprites,then use the remap command.
spacepirate
Posts: 7
Joined: Mon Aug 06, 2007 18:56

Post by spacepirate »

Thanks allot, gonna try that tomorrow.

:)
DoomerMrT
Posts: 91
Joined: Thu Aug 09, 2007 19:07

Post by DoomerMrT »

No problem man,You can find me at Zdaemon forums too :)

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