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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 3.)

Right-click the M_PATCH lump and chose “Add to Texture.” XWE will automatically generate the appropriate texture1 list and append it to add the M_PATCH patch and name your first new texture “M_PATCH.” Texture names do not need to be named the same as your patch, but it’s not illegal to do so. I recommend against it, simply because you may want to use more descriptive names.

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

After this step, you should see something that looks like this:

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

XWE has done a few things automatically for you. It’s named the first new texture M_PATCH (as we discussed above), and it automatically determined the canvas to be equal to that of the dimensions of the patch. These two things are not required to stay that way at all, and we can adjust these values at any time. Let’s do that now.

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 to see full-screen image,
(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.

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