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A
texture can be created by just using
one patch, but interesting textures
can be created by using two or more
patches. The texture list contains
things such as the canvas size of
the texture (128x64, 128x128,
256x128, etc.) as long as it’s a
multiple of 2, the “Z-order” of the
patches (which patch is placed on
top of the other), and any X or Y
offset of a particular patch. The
entire canvas must be “covered” by a
patch. You should not use just one
64x64 patch to build a texture that
has a 128x128 defined “canvas” size.
You would need to add that patch 3
more times to cover the entire
canvas.
In
JDOOM, the engine will substitute a
PNG file for any existing DOOM
texture as long as the PNG file is
named the same as the texture (not
patch!). JDOOM simply bypasses the
patch process and strictly reads the
texture list and substitutes
accordingly. To explain further, if
you had a DOOM2 texture defined
(named) as mrblerck made up
of 3 patches (granite1, mrble1, and
mrble2) and you wanted to use a
hi-res PNG file in its place in
JDOOM, you would simply need to find
an appropriate PNG file and name it
mrblerck.png and place
it in the folder that JDOOM requires
its textures to be in order to be
displayed by the engine: /data/jdoom
/textures.
NOTE: Substitute slashes “/” for
backslashes “\” where appropriate
depending upon your operating
system.
Another important thing to realize
is that the engine will scale your
hi-res texture to fit within the
canvas size defined in the
texture1 lump in the PWAD. So, a
256x256 PNG file in all its detailed
glory will be scaled to 64x64 in the
game if the texture1 entry’s
canvas size definition is 64x64.
Ok, so
knowing how this works, there should
be a nagging little question in the
back of your head, and that question
should be:
“If
JDOOM simply reads the texture1
entry for using hi-res textures,
couldn’t I just create all my
texture1 entries using one
simple little reference patch?”
Not
surprisingly, the answer is “yes.”
If you really want to go crazy, you
can use a zero-length patch name
and create textures using that
and the JDOOM engine will be none
the wiser. This means you can save a
lot of space in your PWAD.
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