wildweasel wrote:Okay, again, for Doom 2 specific textures, you want /filter/doom.doom2.commercial/textures/. Ensure that it's "filter" with no S, that the game name is the very next one, then treat everything inside of that as if it was its own root folder.
The folder was "filter". The pluralistic typo was in this forum, not the folder, sorry for that.
But does this mean the main load of textures (2Gb+) have to be used 4 times? I want it set up where I have the main textures in one folder and the override textures in folders that GZDoom recognizes so I don't have doom 1 skies on doom 2, Plutonia experiment and Evilution. Or does using the "filter" folder structure require the textures to be carved up into lumps, for the game to combine like I think the original DOS Doom did from the WAD files?
I don't want the 2Gb+ load of main textures to blow out to 8Gb+ via duplication. Most of the textures in my pack are in a single folder as I used the original DHTP as a files guide as I can't open anything with SLADE (WAD, PK3, you name it) without it crashing out with an unhandled exception error, so I don't know which textures are only used in each game to split them out. Each texture is a single PNG file and not made out of multiple lumps for the game to combine into textures.
I can get doom 1 and 2 to work by using "Textures\Doom" and "Textures\doom\doom2" (the main 2Gb+ load of textures are in the "textures" folder), but no matter what I try, Plutonia and TNT's overrides won't get detected by GZDoom and they use Doom2's overrides instead. As a result, I have to use them as PK3 files and get stutters whenever the textures in those files are used in a map.