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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 4.)

Here’s the PNG file that I’m going to use in this example:

Ok. Let’s do another texture. Here’s where it gets pretty easy. From the Texture Menu (if you’re not in Texture editing mode, simply click once on the texture1 lump), highlight the TUT_01 entry and then from the File Menu, choose Textures | Duplicate.

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

Rename this new texture to TUT_02. Let’s modify the canvas size of this texture to 64 wide by 128 tall. After we change these values, be sure to select Textures from the File Menu and select Save.

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

Now let’s get a PNG file that we’re going to use as that texture. Although the dimensions do not need to be exact, the ratio should be. For example, we could use a PNG texture of 128x256 and it will scale appropriately. For my example, I’m going to use a PNG texture that is 128x256. Here it is:

You can repeat this process for each and every new texture you want to create for your project.

Flats

Let me talk about flats quickly. If you’re using Doom Builder version 1.5 or higher, you can use XWE to create zero-length entries between FF_START and FF_END in your PWAD. The names of the flats will show up in Doom Builder’s Flat Resource List (although it will be displayed as a black square). I recommend actually creating DOOM-paletted 64x64 versions of your flats in the editing process and then afterwards, you can choose to change them all to zero-length entries. This makes “seeing” your level in the 3D mode of Doom Builder a little easier; otherwise, the floor and ceiling will display as black.

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