Hey Bio, I have an app request ;D

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Should Bio invest the time to make an unused texture remover?

Oh yes.
14
100%
Hell no.
0
No votes
 
Total votes: 14

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Bio Hazard
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Post by Bio Hazard »

Well, I guess we all know where the poll will end...


Let's see how I could do it... I really really really don't want to deal with TEXTURE1 stuff as then I'd have to deal with patches and cross-linked crap so it will be TX_ only. That shouldn't be a problem once I figure out TEX2TX_.exe
  1. Scan the WAD for TX_Textures and read all of them into a database.
  2. Scan the WAD for any lumps called "SIDEDEFS" and scan for textures.
  3. For each sidedef, read through the list for that texture names, if it's found, delete it from the list. When all lumps are scanned, the list will only contain unused textures.
  4. Open a new file and copy over every lump untill TX_START
  5. Go through and if the lump name is found in the list of textures, don't copy it over.
  6. Proceed untill TX_END is hit and copy the rest of the lumps.
  7. Write the lump directory. This is where I'm stuck.
Anyway, someone should start a topic on DRD.
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Enjay
 
 
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Post by Enjay »

What about switches and animations?

Will you build in an interactive mode where a user can answer Y or N for the deletion of each TX (could be a simple way to get round animations and switches).



Also, I'm intrigued by TEX2TX_.exe. What will it do with multi-patch textures? Will it assemble a new graphic using patches or simply not cope with them? If it can cope, will it be able to cope with multi-patch textures that use PNGs? I have quite a few textures that use PNGs and some which use both PNGs and Doom graphics (eg a switch with a PNG background but using a normal Doom switch patch). This situation has arisen because I have been converting a bunch of existing mods to use paletted PNG graphics rather than old-fashioned Doom paletted patches. The easiest option was to simply replace the patches with PNG graphics - it works fine in game but I would like to have all such textures properly converted to TXs. However, doing them manually would be a major pain in the hoop. It would involve remaking all the graphics, deleting the original patches and their PNAMES and then their TEXTURE1 entries. With many hundreds of graphics to work through, it's just too big a task.
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Bio Hazard
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Post by Bio Hazard »

TEX2TX_ was a program I wrote a while back to take bitmap files extracted from a WAD and a TEXTURE1 and PNAMES file and peiced together all the patches into textures. It was so terribly buggy that it messed even the most simple textures. Now that I know GDI, I can do it so easily I could write it in a snap.

It won't handle PNGs or any of that stuff unless I go and learn another graphics library and find ways to tell the types apart. (anyone suggest any?)

Also, TEX2TX didn't work with WAD files, all the stuff had to be extracted and imported seperately.
  1. Extract TEXTURE1, PNAMES and everything between Pwhatever_START and Pwhatever_END into a dir.
  2. Fire up TEX2TX_.
  3. Give it the dir with all the stuff in it.
  4. Press [go] and let it whirr around for a bit.
  5. Check out the newly created "TX_" dir and import all that into your WAD.
I offered to work on this program a year or so ago but nobody seemed interested...
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Tormentor667
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Post by Tormentor667 »

Well, right now I don't see any point of creating a tool that concerts TEXTURE1/PNAMES textures to TEX2TX_ format... I mean, why? To convert DOOM2.WAD textures to TX_ format?

It makes more sense to me to create a tool that completely removes all unused textures in a resource wad that are used in several other maps, to make it ease to compile a final WAD out of resources and maps!
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Nash
 
 
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Post by Nash »

Bio, I wish you all the best in your endeavours!

I really need a tool that can easily help me with the process of removing unused textures in a map.
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Bio Hazard
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Post by Bio Hazard »

Tormentor667 wrote:I don't see any point of creating a tool that concerts TEXTURE1/PNAMES textures to TEX2TX_ format...
To convert your old texture resource files to a far more simple convention so they are easier to alter.
Nash wrote:I really need a tool that can easily help me with the process of removing unused textures in a map.
You are gonna have to wait a while. I've got things I'm getting paid to do first.
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Siggi
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Post by Siggi »

Bio Hazard wrote:I've got things I'm getting paid to do first.
Hah! You call that a good excuse? :wink:
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Nash
 
 
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Post by Nash »

Doom is more important than real-life jobs. Now start coding :whip:

Just kidding. =) I can wait.
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