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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 7.)
 

 5. Place Textures and Auto inside jDOOM,
      and then place jDOOM inside Data.

 6.  Navigate to the Textures folder.

 7.  Drag and drop your PNG files into this
     folder (or use Object | Add File from
     the File Menu.

 8.  Drag and drop your PWAD(s) into the
     Auto folder.

 9.  Save your PK3 file.

Here’s what it should look like:

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

ZIP your PK3 file using WinZip or WinRAR or whatever you like for distribution on the Internet.

When playing this PK3 file with JDOOM, it can be loaded with the –file command line option, or simply drop it into your /data/jdoom/auto folder and it will be automatically loaded at runtime.

Following this tutorial are some various screenshots of what you’ll see in Doom Builder while building the map, and what you’ll see in JDOOM with your new PNG textures!

Included with this tutorial are all the resources that I used; including the PK3 file. Enjoy!

Using Doom Builder’s Select Texture dialog box (2D Mode Editing):

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

Using Doom Builder’s Select Flat dialog box (2D Mode Editing):

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

Using Doom Builder’s 3D Mode to align textures. Note that the grid pattern is helpful (albeit, in our example, non-descript) for texture alignment. You may find creating different reference patches may be more beneficial to you.

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

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

 

 

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