zdoom and hi res textures

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KuriKai
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zdoom and hi res textures

Post by KuriKai »

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
Gez
 
 
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Post by Gez »

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
KuriKai
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Post by KuriKai »

thanks. I have never used zdoom before.
KuriKai
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Post by KuriKai »

Does it have to be called HIRESTEX or is there some way to have seperate ones for seperate games? as there are duplicate texture names.

can I put each respective HIRESTEX in a games "textures/doom*" folder?
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Chilvence
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Post by Chilvence »

Ok since this was originally my question I'll bump in.
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
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.
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Chilvence
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Post by Chilvence »

Can somebody point me to a working example of this feature? I am sure it should work the way I am writing the lump, I would like to see if I am doing something stupid wrong.
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Graf Zahl
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Post by Graf Zahl »

Try remap BIGDOOR1 textures/doom/bigdoor1.png without a leading slash.
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Chilvence
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Post by Chilvence »

Well, that solved it crashing, but it still doesn't seem to work. Perhaps I am assuming too much - is the remap feature supposed to scale the hi-res variant to the original sized texture? Or do I need to have anything else in the hirestex lump?
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Graf Zahl
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Post by Graf Zahl »

Try to rename the directory. 'textures' is a synonym for TX_START so it might create some interference.
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Chilvence
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Post by Chilvence »

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.
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Post by Gez »

Not that many, but enough to be disruptive.

The list is this:
BIGDOOR7
BRNPOIS
NUKEPOIS
SHAWN1
SKY1
SKY2
SKY3
STEP1
STEP2
STEP3
STEP5
SW1BRN1
SW1STARG
SW1STON2
SW1STONE
SW2BRN1
SW2STARG
SW2STON2
SW2STONE

Additionally, there's also a texture conflict between Doom1 and Hexen: PLANET1.
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Graf Zahl
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Post by Graf Zahl »

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.
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Chilvence
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Post by Chilvence »

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?
KuriKai
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Post by KuriKai »

I'm not keen on having a base pack and then extra packs.
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Chilvence
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Post by Chilvence »

Well, not when the needed feature is accounted for in every other port, especially.
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