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(Click
on image for full-screen view.)

(Click
on image for full-screen view.)
And
that concludes my tutorial on using
custom, hi-res PNG textures with
JDOOM and how to construct the
texture PWAD to use when building
your map.
Remember that mental bookmark? Here
is the skinny: For editing purposes
only (at the time this guide was
created), you can actually use real
24 or 32 bit PNG files as patches
and build textures from them using
XWE. You won’t be able to
“see” what you’re doing in XWE,
but the numerical data is what’s
really important.
Doom Builder, starting with
version 1.53, will actually read the
PNG patches inside the PWAD and
display the textures in 2D and 3D
mode.
Now,
you can’t use that PWAD at this time
with JDOOM, as it still is looking
for PNG names to replace texture1
entries in the folder structure
mentioned earlier, but in the
future, it may happen.
A
proposed alternative is to do away
with PWADs entirely and work
explicitly with PK3 files, but
that’s another ballgame altogether.
Until next time!
Happy
Dooming!
Tolwyn
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