SLADE Discussion - Latest: v3.2.5 (19/Dec/2023)

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Breezeep
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Breezeep »

Thanks, I will try that.
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Kappes Buur
 
 
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Kappes Buur »

Hopping through two threads :)

Since this has more to do with Slade3 I answers your question in the GZDoom Builder thread
Breezeep wrote:As far as I can remember, I first Dragged and dropped all of the contents of gothictx.wad (including TEXTURE1 AND PNAMES)
Next, I dragged and dropped all the graphics from decontex.wad and in the texture editor, I just typed in the names of the patches.
I could send you a PM for the DL link of the wad to look at it, but I'm not very sure what I did wrong.
here:

= begin ======================================================================

Open the three wad files with Slade3
1. your pwad
2. gothictx.wad
3. decontex.wad

= 1 ===========================================================================

Click on the tab for your pwad
I assume that your pwad has just the namespace lumps MAP01 to BEHAVIOR and
perhaps a SCRIPTS lump.

I usually make a new marker ======== to separate the rest from the namespace.

Make these markers:
PP_START and PP_END for patches
FF_START and F_END for flats

= 2 ===========================================================================

copy/paste from gothictx.wad
copy/paste the patches into your pwad.
Copy/paste the flats into your pwad.

= 3 ===========================================================================

from decontx.wad
copy/paste the patches into your pwad.
copy/paste the flats into your pwad.
copy/paste ANIMDEFS

= 4 ===========================================================================

close gothictx.wad and decontex.wad
save your pwad

highlight all patches and right-click 'Graphics' and click on 'Add to TEXTUREx'
The pane 'No Texture Definitions Found' opens. Click YES
Another pane opens 'Create Texture Definitions'
Tick the circle to 'Import from Base Resource Archive'
and click OK, which will create the lumps TEXTURE1 and PNAMES

Note: this is well documented in the Slade3 WIKI tutorial
Spoiler:
your pwad should look like the image above, except you would have patches and flats
between the appropriate markers.

= 5 ===========================================================================

save your pwad
close Slade3
test your pwad

= the end ======================================================================
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Breezeep
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Breezeep »

MY GOD! IT WORKED!! THANK YOU SO MUCH!!!

I hope I wasn't making you frustrated by asking you questions though.
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JPL
 
 
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by JPL »

I'm trying to create a new IWAD in ZDoom-only PK3 format that's completely free of dependence on doom2.wad etc. I've been using a directory with loose files, and this works fine for pretty much everything SLADE3 does, except for texture assignment in the level editor. Let me know if there's something wrong with this setup:

My working dir is called ~/deck. As per this info on the ZDoom wiki I have subdirs within that named textures/ and maps/. The map I'm editing is a WAD containing UDMF data in the maps/ subdir. The textures are all 32-bit PNG images in the textures/ subdir.

I have a build script that zips up the appropriate files in the dir into a PK3. GZDoom opens this archive with no errors and I can run around the map.

When I launch the map in SLADE3's editor, I select deck.pk3 as the main resource file. I can edit the map and choose flats for floors/ceilings, but when I try to choose a texture for a wall, the list shows up empty. Any idea why?

The PK3 doesn't have a TEXTURES lump or a patches list, but as I understand the PK3 format doesn't need that; everything in the textures/ dir should be considered a texture.
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JPL
 
 
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by JPL »

Resolved my problem. I'm actually creating a new game, and my config data for it needed to be added to the list of "supported games" in res/config/ports/zdoom.cfg. If there's a SLADE bug here, it's this: when no port is selected in the map editor launch dialog, PK3 textures are not supported - the map editor doesn't find any textures at all, and everything in 3D view renders black. Not sure if this is intended or not, it's admittedly a rare case.
Gez
 
 
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Gez »

Yeah, the assumption for "vanilla" game is that they only support PNAMES/TEXTUREx textures. There should be an easier way to mark games as being supported by a specific port without having to edit the port config.
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riderr3
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by riderr3 »

In r693 new line properties window kinda broken - cannon change line tag, its just sets to zero (changed in side panel though).

Also annoyed thing - music stops after any archive tab is closed.
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insightguy
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by insightguy »

yo. any plans on adding some sort of "recovery" when slade crashes? 5th crash in and i'm starting to lose my mind. or just savescum?
Blue Shadow
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Blue Shadow »

Or you can tell the developers about the crash(es) so they can fix them, and then nobody has to worry about them again...
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insightguy
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by insightguy »

Blue Shadow wrote:Or you can tell the developers about the crash(es) so they can fix them, and then nobody has to worry about them again...
well it's my comp randomly losing power :P
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edward850
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by edward850 »

I think you have vastly more important problems then just loosing your work in Slade. ;)
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Mikk-
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Mikk- »

Is there "Test" button for the currently open Archive? I mean it's not really a problem just minimizing Slade and opening my wad, but I'm thinking convenience here. Then again I could always just make an empty map in GZDB and load the wad I want to test and play it from there.
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Gez »

It's called "Run" and looks like a green triangle. It's between the map editor icon and the rename entry icon on the toolbar.
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by NeuralStunner »

Curious: Will the Run command dump unsaved map changes into an intermediate file to test from? (A sort-of DB-ish feature that can be useful.)

For what might pass for an update, the latest devbuild is still crashing on me. :?
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Gez »

There's both "Run map" in the map editor and "run archive" in the main editor. They do what one would expect (save to temporary file, load temporary file).
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