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Rename
this texture to TUT_01 and
change the width and height of the
texture to 128x128. Any time
you modify these values, it’s
recommended that you save the list.
To save adjustments to these values,
simply select Textures from
the File Menu and select “Save.” You
should now have something that looks
like this:

(Click
on any image for full-screen view.)
Note
that the patch is over-sized in
comparison to the canvas size of the
texture. That is okay. And it won’t
make much of a difference when
you’re editing. You’ll just see the
first 4 grids of this patch (each
grid is 16 pixels square).
We
won’t be seeing this texture in
JDOOM, however. We’ll see whatever
PNG file we name “TUT_01” and place
in the /data/jdoom /textures
directory.
NOTE: By convention, when
working with XWE, everything
should be uppercase; however, JDOOM
is not case sensitive when it comes
to the resources you’re replacing.
Let’s
get a PNG file ready to go. The
canvas size in the texture1
list means that the PNG file we use
will be scaled to fit on any SideDef
that is 128 long and in a sector
that is 128 units tall. Obviously,
it will be partially displayed if
your SideDef (and sector height) is
less than 128 units and tiled if
your SideDef (and sector height) is
more than 128 units. The important
thing to realize is that if you
create a PNG file that is 256x256
and name it TUT_01, the engine will
SCALE the PNG file to match the
canvas size.
It’s
not necessary to match sizes between
PNG files and texture1 canvas
sizes, just know the rules that will
apply in either case. |