zdoom and hi res textures
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
zdoom and hi res textures
Ok, I am trying to test the dhrp in Zdoom and GZdoom, but I am having a problem. The wall textures are all the wrong scale, as if they are being treated like doom scaled textures. Although since the flats are scaled correctly, I cant tell if this is a bug or feature, its kind of an ambiguous problem.
Anyone know how to fix?
Regards
KuriKai
Anyone know how to fix?
Regards
KuriKai
First question first, and sorry if it's a bit of a "duh" question, but did you use the HIRESTEXT lump?
http://208.78.96.242/wiki/HIRESTEX
http://208.78.96.242/wiki/HIRESTEX
Ok since this was originally my question I'll bump in.
I have a simple shell command to generate the hirestex lump:
Should do it. I dont have zdoom set up on linux at the moment though (shame on me) so I cant verify it.
edited:
Ok, I have fiddled with it. any of the below options:
remap BIGDOOR1 bigdoor1
or
remap BIGDOOR1 /textures/doom/bigdoor1
or
remap BIGDOOR1 /textures/doom/bigdoor1.png
gives the error:
W_OpenLumpNum: 4294967295 >= NumLumps
when I try to load it as hirestex.lmp via the command line.
I have a simple shell command to generate the hirestex lump:
Code: Select all
for i in $(ls) ; do echo remap ${i%.*} $i >> hirestex; done
edited:
Ok, I have fiddled with it. any of the below options:
remap BIGDOOR1 bigdoor1
or
remap BIGDOOR1 /textures/doom/bigdoor1
or
remap BIGDOOR1 /textures/doom/bigdoor1.png
gives the error:
W_OpenLumpNum: 4294967295 >= NumLumps
when I try to load it as hirestex.lmp via the command line.
That is probably what is happening. However, the textures directory is also the correct one for hi-res textures in timmie's zdoomgl, which I thought the current system was based on. In that, the folder names were used in that for conditionally loading textures for each version of doom, which is important, because there are many name conflicts where the texture is totally different.
- Graf Zahl
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Chilvence wrote:That is probably what is happening. However, the textures directory is also the correct one for hi-res textures in timmie's zdoomgl, which I thought the current system was based on. In that, the folder names were used in that for conditionally loading textures for each version of doom, which is important, because there are many name conflicts where the texture is totally different.
These are 2 totally different systems. The hires replacement system only works with an actual directory (not a Zip/PK3) but no HIRESTEX and this is not supported by ZDoom. If you want to do it for ZDoom you have to:
a) put everything into a WAD/PK3.
b) not use any of the reserved directory names for your data.
The ZDoomGL system is implemented in GZDoom but again, only for using a real directory.
Hmm, It looks like the only solution will be to have a base pack for common textures, and then an extension for each game version. Which is ironic, since KuriKai has just moved away from doing that to simplify the download, usage and understandability (heh, new word) of the texture pack.
Is there any more general way of causing a pk3 file to load differently depending on what version of the iwad you are using?
Is there any more general way of causing a pk3 file to load differently depending on what version of the iwad you are using?