OK, just by way of an experiment I tried my suggestion. It seems to work
DeePsea reports errors when I check the integrity of the textures when loaded into Doom1 project, but they seem OK. The errors don't det reported in Doom2 project, so I'm guessing it might be something to do with the texture2 lump in Doom.wad confusing things... Maybe.
I also included a WAD with the Doom2 flats.
I had to add an animdefs to the texture WAD because all the Doom2 switches are defined as Doom2 switches (naturally) in zdoom.wad's animdefs so they were appearing but weren't operating as switches when using them in Doom1. Now that I have added the animdefs, they work fine.
I did a bit of a mess around - retexturing E1M1 using Doom2 textures. It looks very odd to see all those familiar textures in a familiar level but somehow in the wrong game. Cool though.
Download and enjoy (just the texture stuff, not the level)
http://www.zen64060.zen.co.uk/njtex2.zip
just over 700KB
