A texture tool

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Cutmanmike
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A texture tool

Post by Cutmanmike »

Does there exist such a tool which scans through a map and checks what textures and flats are being used?

If not would anyone be willing to write such a tool?
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Risen
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Re: A texture tool

Post by Risen »

I'm sure there is, but can't recall its name. At the very least, the most recent editors seem to allow texture selection based on what's already used in a map, so that might work.
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bagheadspidey
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Re: A texture tool

Post by bagheadspidey »

Risen wrote:the most recent editors seem to allow texture selection based on what's already used
Slade allows this.
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Enjay
 
 
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Re: A texture tool

Post by Enjay »

DeePsea can also do it. It can list all the textures and flats used in the levels of a WAD as separate lists or combined into a single list of all the textures used across all the levels. The only things it won't pick up are animation frames/switches and textures changes made by scripts because theye are not actually on a line in the level inside the WAD.
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ReX
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Re: A texture tool

Post by ReX »

Enjay wrote:DeePsea can also do it. It can list all the textures and flats used in the levels of a WAD as separate lists or combined into a single list of all the textures used across all the levels. The only things it won't pick up are animation frames/switches and textures changes made by scripts because theye are not actually on a line in the level inside the WAD.
Can DeepSea also be used to automatically delete unused textures and flats? I can do it manually, of course, but it will become very tedious for this large resource wad with which I'm working.
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Enjay
 
 
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Re: A texture tool

Post by Enjay »

It can, but with the same caution: it won't know about animations/switches/ACS changes so textures that get changed to during play can get deleted by it. It's a while since I did it, but IIRC, there are a couple of ways of doing it and one is for DeePsea to ask for a confirmation before each deletion - so the process is pretty automatic, but you still have the final say on what gets deleted and what does not.

The other problem is that the feature was written some time ago and I don't think it recognises TX_ format textures, only the traditional formats. (I'll have to double check on that.)

At least the texture listing format interrogates the map and just spews out the names allocated to floors/ceilings and sides so it doesn't care about format.

Here's the kind of readout you get from the "list all levels separated" option.
Spoiler:
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Cutmanmike
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Re: A texture tool

Post by Cutmanmike »

Hmm looks like i'll have to yet again install deepsea?!

Oh well it's low priority at the minute. I just want to have a go at making hi-res textures for my portal wad because the detail is... lacking.
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Re: A texture tool

Post by Project Shadowcat »

Cutmanmike wrote:Hmm looks like i'll have to yet again install deepsea?!

Oh well it's low priority at the minute. I just want to have a go at making hi-res textures for my portal wad because the detail is... lacking.
The latest version of Doom Builder also does it -- when you're editing.
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Lumpy
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Re: A texture tool

Post by Lumpy »

There is also this little tool called C-Texture. It doesn't output to a text file though. But it does list wall textures, and flats being used in seperate columns. You can even do a mass switching of them from this tool if you want. Like if you had a texture named brown then renamed it to brown1, just use this tool to switch all instances of the use of the old texture to the new. It reads the name of each texture, and flat from the map not an outside file. So it is great for looking for TX textures. I have a version attached to my post. Not to sure how recent the version is. Also the interface kinda looks like this.

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Enjay
 
 
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Re: A texture tool

Post by Enjay »

Well that's a useful little dohicky. Thanks. :)
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Cutmanmike
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Re: A texture tool

Post by Cutmanmike »

Since my levels only have about 20 - 30 textures this will do me just fine. Thanks!
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