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How to Use
Hi-Res Textures in jDOOM
(Continued from
page 1.)
“Ok,
smarty, but what about the editing
process? Shouldn’t I have something
in there when doing texture
alignment and stuff?”
Ok.
Yeah. You have a couple of options.
You can use a simple reference patch
that has a grid reference at 16, 24,
32, 64, 128, 256, etc. You can use
this over-sized patch to create
textures. Incidentally, for JDOOM,
you can use one patch to
create a texture that has a canvas
size larger than the patch itself.
That is legal to do in this example;
since the engine is bypassing the
patch anyways; it never has an
opportunity to display it
incorrectly in-game.
Remember when I mention textures, I
really mean entries in the
texture1 lump that defines one
or more patches that make up what
you see on a SideDef (wall) in-game.
Your PNG graphics need to be named
what the entry in the texture1
lump is defined as to show up in its
place when running the map in JDOOM.
Ok.
Let’s get on with it, then.
Substitute your tool of choice, if
it supports what we’re going to do.
NOTE: Some editors may not work
or load a PWAD that contains
texture1 entries made up of a
small reference patch, or in one
example above, a zero-length patch
(marker). Some editors may even
require you to use a patch that is
quantized to the DOOM palette.
Although note that some PWAD
utilities may do that quantizing for
you as long as the input format
conforms to what it is expecting for
a patch (8 bit PCX file or BMP file
for example).
The
newest version of XWE (see
below) now handles “blind” entries
and assumes you know what you’re
doing; if you actually do put in an
8 bit PCX or BMP, it will quantize
it to the DOOM palette; but, if you
put in a 24 bit patch (from a PNG
file or something), it’ll take that
too—it just won’t display it in the
preview window. But we’re getting
off-track, here. But I’m going to
request that you add a small mental
bookmark to what I just said I’ll
revisit this at the end of the
tutorial. |