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Editing Clinic: Textures
PWAD Designer's Reference| REJECT | Textures | Graphics | Architecture | Aesthetics

How to Use Hi-Res Textures in jDOOM
(Continued from page 2.)

Here’s the patch:


(Click on any image for full-screen view.)

With XWE, use Entry | Load and browse to your patch. If necessary, use CTRL+D and CTRL+U to move the new entry between the PP_START and PP_END markers.

The GIF file used above must be saved as a PCX or BMP before XWE will display it in its window. XWE doesn’t seem to understand GIF files. It is not entirely necessary that that occurs, but for our example, let’s just do it that way.

Name (or rename) the Entry to M_PATCH, which will stand for “Master Patch.” DOOM still requires entry names to be equal to or less than 8 characters in length.

Here’s what you should have thus far:


(Click on image for full-screen view.)

Patches must be added to the PNAMES list. This list is what the texture1 list needs to pull patches from. No big deal there. Let’s do that now. Right-click M_PATCH and select “Add to Patch Names.”

Click to see full-screen image,
(Click on image for full-screen view.)

You can verify that it was successful by double-clicking the PNAMES lump and the right-window of XWE will auto-scroll to the bottom of the list. If it doesn’t, simply select the PNAMES lump and manually scroll down to the bottom of the list.


(Click on image for full-screen view.)

Now the fun part begins. Let’s start making some textures of different sizes and add those to the texture1 entry.

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