[tool] TEXTURES Creator 1.4

Any utility that assists in the creation of mods, assets, etc, go here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [tool] TEXTURES Creator 1.1

Postby MaxED » Mon Nov 12, 2012 2:50 pm

Can you send me several textures for testing?
User avatar
MaxED
 
Joined: 28 Feb 2012

Re: [tool] TEXTURES Creator 1.1

Postby Zero X. Diamond » Mon Nov 12, 2012 3:01 pm

User avatar
Zero X. Diamond
Now get your ass out there and save the world!
 
Joined: 22 Dec 2009

Re: [tool] TEXTURES Creator 1.2

Postby MaxED » Mon Nov 12, 2012 3:55 pm

Most of your textures are 64x64 or smaller, so I personally don't see the point of adding them to TEXTURES.
Anyway, there was an error in program's logic, and I've added a warning message when a texture is skipped because of it's size being too small. Please download v1.2, I've been able to generate TEXTURES for all the textures you sent using it.
User avatar
MaxED
 
Joined: 28 Feb 2012

Re: [tool] TEXTURES Creator 1.2

Postby Enjay » Mon Nov 12, 2012 4:02 pm

64x64 scaled to be 32x32 (or smaller) to be a hi-res switch?
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: [tool] TEXTURES Creator 1.2

Postby MaxED » Mon Nov 12, 2012 4:11 pm

Perhaps. If you have hundreds of switches in your project.
The main purpose of this tool is to uniformly scale down loads of hires textures (256x256 or higher), so I didn't tested smaller texture sizes all that well :)
User avatar
MaxED
 
Joined: 28 Feb 2012

Re: [tool] TEXTURES Creator 1.2

Postby Xtyfe » Thu Nov 15, 2012 1:17 pm

Holy crap, this will save me so much time. :D

This sounds like something that would do well to be integrated into SLADE
User avatar
Xtyfe
Neque Deos, Neque Dominos
 
Joined: 15 Dec 2007
Location: The Intertubes

Re: [tool] TEXTURES Creator 1.2

Postby DoomerMrT » Fri Nov 16, 2012 12:01 pm

Cool program, but I found a bug: the fractional divide at XScale and YScale should be a '.' instead of a ',' eg. XScale 5.5 is the correct
Because of this I still have to after-edit the generated textures file
User avatar
DoomerMrT
 
Joined: 21 Nov 2006
Location: Budapest,Hungary

Re: [tool] TEXTURES Creator 1.2

Postby Gez » Fri Nov 16, 2012 12:09 pm

This is usually solved by a call to
Code: Select allExpand view
setlocale (LC_ALL, "C");

in the beginning of the program. At least in C/C++ programs. If this program is in C#, as I suspect it might (I haven't downloaded the source to check), it is probably something similar but different.
Gez
 
 
 
Joined: 06 Jul 2007

Re: [tool] TEXTURES Creator 1.2

Postby MaxED » Fri Nov 16, 2012 1:52 pm

DoomerMrT wrote:Cool program, but I found a bug: the fractional divide at XScale and YScale should be a '.' instead of a ','


Fixed in 1.3
User avatar
MaxED
 
Joined: 28 Feb 2012

Re: [tool] TEXTURES Creator 1.3

Postby DoomerMrT » Sat Nov 17, 2012 1:49 am

Works well now, thanks for the quick fix! This program saves me enormous amount of time!
User avatar
DoomerMrT
 
Joined: 21 Nov 2006
Location: Budapest,Hungary

Re: [tool] TEXTURES Creator 1.3

Postby Mr. Tee » Wed Nov 21, 2012 12:45 pm

From my understanding this tool creates a TEXTURES lump, correct? Very cool indeed.

I don't mean to rain on your parade but I thought using the PK3 format essentially made using things like the TEXTURES lump obselete...
http://zdoom.org/wiki/PK3

Regardless, for anyone who is creating textures in the old skool format, this tool is very nice indeed, good work.

PS: YES I'M STILL ALIVE KIDS, just been lurking the last couple of years, doctoral studies do take quite a chunk of your life. I hope to be updating my ZDoom editing demo for 2.6.1 soon, been waiting for software 3d floors for ages...
User avatar
Mr. Tee
Waiting for ZDoom Editing Demo 2.6.1? Wait longer! Life is very chaotic now.
 
Joined: 09 Feb 2004

Re: [tool] TEXTURES Creator 1.3

Postby Gez » Wed Nov 21, 2012 1:11 pm

TEXTURES isn't obsolete, far from it.
Gez
 
 
 
Joined: 06 Jul 2007

Re: [tool] TEXTURES Creator 1.3

Postby Mr. Tee » Wed Nov 21, 2012 1:28 pm

Really? Well now I'm curious, I hope you will expand on your response so that I can learn a trick or two if I am indeed missing something.

Do people still heavily rely on it for creating new textures? Are there any instances where using TEXTURES is better than other methods?

I personally find the PK3 method much easier, especially since you no longer have to extract patches or lumps to make modifications since ZDoom now allows loading folders as WADs.

EDIT: Not to derail the thread, but I don't want my personal opinions to cloud the hard work the OP put into the tool, which really is excellent and I'm sure many people will use it :-)
User avatar
Mr. Tee
Waiting for ZDoom Editing Demo 2.6.1? Wait longer! Life is very chaotic now.
 
Joined: 09 Feb 2004

Re: [tool] TEXTURES Creator 1.3

Postby Gez » Wed Nov 21, 2012 2:22 pm

TEXTURES can be used to combine patches together, scale them, apply translations or color blending, composite textures from existing resources, etc. It has paved the way to ZDoom's "mutator" mod craze.

For example; there was a status bar mod which used TEXTURES to create its elements from the statusbar picture, but lay them out differently. The result was that if you played a mod which changed the statusbar graphic, this change was reflected automatically.

The scaling aspect is especially important when talking about new graphics, though. If you have a couple thousand new textures, and each one is standalone and stuff so there's no reason to use TEXTURES... But they all are high-res. You've got to tell the engine to scale them. How can you do that? Option #1: TEXTURES. Option #2: Create normal-res versions of each one, put them all in the TX_ namespace, then put the high-res version in the HI_ namespace. What is simpler? Option #1, especially with this utility around.

Finally, PK3 doesn't allow any texture feature that is absent from WAD (except for model skins, if you are using models).
Gez
 
 
 
Joined: 06 Jul 2007

Re: [tool] TEXTURES Creator 1.3

Postby Mr. Tee » Wed Nov 21, 2012 3:07 pm

Gez, I think your post is excellent and definitely deserves attention from people who, like myself, do not use the TEXTURES lump in WADS as much.

... Wait a second, a textures.txt text file in a PK3 mod... is equivalent to the TEXTURES lump in a WAD... right?
Shit, total brain fart on my end, I kept thinking they were two different systems right up until I read your post.

In that case, the OP's tool is not obselete for anyone, in fact I will download it now and it will save me some time!

EDIT: This is what happens when you a) stay away from Doom too long and b) stay in school too long, LOL
User avatar
Mr. Tee
Waiting for ZDoom Editing Demo 2.6.1? Wait longer! Life is very chaotic now.
 
Joined: 09 Feb 2004

PreviousNext

Return to Editors / Asset Manipulation

Who is online

Users browsing this forum: No registered users and 1 guest