Doom/Doom2 IWAD textures missing on custom map

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vAethor
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Doom/Doom2 IWAD textures missing on custom map

Post by vAethor »

I've been making a custom map, it uses only the vanilla Doom textures, nothing custom. It runs perfectly in Doom Builder, but when I run it in GZDoom I get this:

Image
Image
Image

I notice flats and doors show up but not textures. Please help, I need to brush up on my map-making skills before I start making custom textures. I know how to define and import my own textures but for now I just want to use the defaults.
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Voros
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by Voros »

For starters, check if the textures are in upper, middle or lower texture.
vAethor
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by vAethor »

Voros wrote:For starters, check if the textures are in upper, middle or lower texture.
It looks like flats and upper textures are showing, and everything missing is a middle texture.

I've been reading up on sidedefs and upper, middle and lower textures but still not making much sense of it yet.

Edit: I tried a temporary fix of setting upper, middle AND lower textures all to the missing ones for a given wall, still nothing.
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Kappes Buur
 
 
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by Kappes Buur »

From viewtopic.php?f=3&t=57755 I take it that your map is for DOOM2 MAP01, but you are using textures from DOOM. Presumanly you load DOOM.WAD as a resource in your editor. Doing this will allow you to see the DOOM textures when you run the map from the editor. I just find it strange that you managed to not use a DOOM2 texture.

Now, running the map in GZDoom, do you also load DOOM.WAD as a resource?
As an alternative solution you could paste SargeBaldy's Doom Textures For Doom II into your pwad and you would see the missing textures. Unless of course I interpret your problem wrongly.
vAethor
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by vAethor »

Kappes Buur wrote:From viewtopic.php?f=3&t=57755 I take it that your map is for DOOM2 MAP01, but you are using textures from DOOM. Presumanly you load DOOM.WAD as a resource in your editor. Doing this will allow you to see the DOOM textures when you run the map from the editor. I just find it strange that you managed to not use a DOOM2 texture.

Now, running the map in GZDoom, do you also load DOOM.WAD as a resource?
As an alternative solution you could paste SargeBaldy's Doom Textures For Doom II into your pwad and you would see the missing textures. Unless of course I interpret your problem wrongly.
I have both DOOM and DOOM2 WADs loaded as resources in my Doom Builder project file, plus my own PK3 with a few original assets.

I am not sure about what you mean by loading DOOM.WAD as a resource in GZDoom. I have four IWADs, two of which are Doom and Doom 2. I always pick Doom 2 to test my own WADs that have original maps.

But I am pretty sure the wall textures I have loaded into my custom map appear in Doom 2 as well..
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Kappes Buur
 
 
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by Kappes Buur »

Well, an easy test would be if you loaded your map into the editor without DOOM.WAD as a resource. Do you still see the textures?

If not, then copy SargeBaldy's Doom Textures For Doom II into your pwad with Slade3. That way you do not have to bother with DOOM.WAD again.
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Caligari87
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by Caligari87 »

vAethor wrote:
Now, running the map in GZDoom, do you also load DOOM.WAD as a resource?
I have both DOOM and DOOM2 WADs loaded as resources in my Doom Builder project file, plus my own PK3 with a few original assets.

I am not sure about what you mean by loading DOOM.WAD as a resource in GZDoom. I have four IWADs, two of which are Doom and Doom 2. I always pick Doom 2 to test my own WADs that have original maps.
To clarify this point, if you've loaded both Doom1 and Doom2 in GZDoomBuilder as resources, then you'll be able to build maps with textures from both games.

HOWEVER, GZDoom only loads one IWAD, probably Doom2 in this case. Even if the texture from Doom1 looks the same, it may be named different and since the Doom1 textures aren't loaded the game displays the "missing texture" texture instead.

8-)
vAethor
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by vAethor »

Caligari87 wrote:
vAethor wrote: To clarify this point, if you've loaded both Doom1 and Doom2 in GZDoomBuilder as resources, then you'll be able to build maps with textures from both games.

HOWEVER, GZDoom only loads one IWAD, probably Doom2 in this case. Even if the texture from Doom1 looks the same, it may be named different and since the Doom1 textures aren't loaded the game displays the "missing texture" texture instead.

8-)
Welp, that did it. I removed Doom.wad from my resources list (it was just a compulsive practice to include both IWADs as a resource, it actually never occurred to me they didn't share the same assets.

Sure enough, I did see the missing textures from within Doom Builder after removing the Doom wad. And you are right. I was using one of the Tekwall textures (I think it was Tekwall5) that only exists in the first Doom. So I replaced them with alternatives from Doom 2.

And now I've got this instead:

ImageImage
ImageImage
Ahh, that's much better.

Sidenote:
Also, one sidenote before I move on (answer it if you wish, it is off-topic a bit but I've been self-conscious about how many threads I've been starting lately,) but while playing around with faked bumpmaps in another map I was making to pass the time until this one got more replies, I may have accidentally started to discover how to do upper, middle and lower textures.

I was raising a sector with a light on it in Doom Builder's 3D mode, and found the ceiling could also be raised and lowered, with Builder telling me to assign an upper texture to the lowered bit above the light, and a lower texture to the raised platform the light was placed on, with the middle texture slot empty, because there was a sector between.

Lower texture
Image

Upper texture (keeps disappearing for some reason.)
Image

When I apply a middle texture, this happens:
Image

I also see these weird handles in Builder's 3D mode, that seem to create sloped floors and ceilings when you drag one of them at a corner.
Image
Not quite sure what they are for, but I'm guessing they appear when there is empty space for a middle texture, allowing you to play around with the floor and ceiling and create slopes or something.

But like I said before the upper texture keeps disappearing even though I keep re-assigning it, so I get slime trails when I run the map:
Image

If I can make sense of all of this then I think I can finally start creating more interesting walls and level geometry.
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Caligari87
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by Caligari87 »

Middle texture is the line itself. For one-sided walls, this is self-explanatory. For two-sided lines, think of it more like a pane of glass. Upper and lower textures are for areas where the sector on the front or the back is a different height (like a step). Not sure why that upper one is disappearing though.

Image

Additionally, there's front and back for all three, so each line has six possible texture spaces. This is especially important to remember for places where sector heights may change (for example, stairs that raise up during the game but are normally flush with the ground).

The little handles you pointed out are vertex controls and don't have anything to do with textures. They appear on 3-sideded sectors and as you noted can be adjusted to make slopes. This is especially useful for natural terrain.

8-)
Nevander
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by Nevander »

Upper is disappearing because of flat bleeding that works even in hardware. Lower is not because the line of sight is not high enough for it to bleed. Also, a two sided line can be back side instead of front depending on which way the linedef is flipped.
vAethor
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Re: Doom/Doom2 IWAD textures missing on custom map

Post by vAethor »

I think I'm getting it, finally. I made this ugly thing:
https://drive.google.com/open?id=0B1iEz ... 2c5YjBoaWc

Also, translucency kicks ass.

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