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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 8.)

Here’s a shot of 2D editing mode with the LineDef status bar display.

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

And here’s some in-game screenshots using JDOOM. You can see that the patch that made up our 2 texture examples is not displayed; instead, our PNG graphics are being used instead!

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.)

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.)

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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