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How to Use
Hi-Res Textures in jDOOM
(Continued from
page 5.)
Another option is to use 64x64 24
bit PNG files as flats. Doom
Builder 1.53 will display them
fairly correctly.
In
either case, it’s not what’s really
in the PWAD that will show in the
game. You’ll want to use PNG files
similarly to the way we did
textures. The only difference is “flat-”
must precede the flat name. So, if
we created a flat called flr_foo
between the FF_START and FF_END
markers in a PWAD, our PNG
equivalent would need to be named
flat-flr_foo.png. All PNG files
for textures and flats need to be
located in the /data/jdoom/textures
folder. DOOM’s engine, and therefore
JDOOM’s engine uses a 64 pixel grid
for all flats. If you have a 128x128
PNG file that will become a flat, it
will scale to fit the 64x64 grid.
For the sake of completeness, let’s
create a custom hi-res flat.
First,
let’s put in the required entries:

(Click
on image for full-screen view.)
Now,
let’s import a simple placeholder
Flat that uses the DOOM palette. For
my example, I’m going to resize
(resample) my hi-res PNG file and
make it a 256 color bitmap that uses
the DOOM palette. It might not look
pretty, but at least it will show up
in XWE.
NOTE: I could just put in the
PNG file between the markers, as
Doom Builder would display the
PNG flat, but other editors may not
support PNG files. So, let’s just do
it this way for now
First,
we use Entry from the File Menu and
load the BMP that will become our
DOOM-standard 64x64 floor (I loaded
the DOOM palette on this image in
Paint Shop Pro). I then used
CTRL+U or CTRL+D to move the lump
between the FF_START and
FF_END markers: |