Texture problem in Plutonia 2

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Mechatron
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Texture problem in Plutonia 2

Post by Mechatron »

Don't know if anyone else noticed this, but there seems to be a texture problem with Plutonia 2 (pl2.wad).
Screenshot_Doom_20151113_155202 v2.jpg
If you can see from the attachment, the wall textures don't look right. I checked them out in Doom Builder and they say they're supposed to be "bfall" (the blood fall animation). Odd that I should be experiencing this after the mod's been out for some time. I should point out, I'm using the DHTP textures and GZDoom, 2015-11-09 build.

Anyone else know what's going on, or figured out how to fix it?
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Re: Texture problem in Plutonia 2

Post by wildweasel »

What does it look like if you don't load the DHTP textures?
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Re: Texture problem in Plutonia 2

Post by Mechatron »

wildweasel wrote:What does it look like if you don't load the DHTP textures?
Even worse:
P2.gif
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Sgt. Shivers
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Re: Texture problem in Plutonia 2

Post by Sgt. Shivers »

That looks like it's the mod doing it. Some mods replace animated textures with new ones.
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Re: Texture problem in Plutonia 2

Post by wildweasel »

Yeah, what's being loaded with PL2? You're running it using the Plutonia.wad IWAD, right?
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Re: Texture problem in Plutonia 2

Post by Mechatron »

wildweasel wrote:Yeah, what's being loaded with PL2? You're running it using the Plutonia.wad IWAD, right?
I use ZDL to launch GZDoom, and yes, it loads plutonia.wad automatically.

I have narrowed the problem down to the DHTP textures I've been loading from the ZDL INI file. If I prevent the plutonia HR textures loading, it looks like the 2nd pic; If I prevent the doom and doom2 HR textures from loading, it looks like the first pic; If I prevent all three from loading, I get the regular rock wall animation (like the 2nd pic, but without the extra red-blue frames).

I remember seeing a thread that shows how to separate the DHTP textures so they can be loaded separately. I may need to double-check that and retry the separation.

For some reason, I haven't seen this problem in the PRCP mod (or at least, haven't seen it yet), which is why this is screwing with my head so much.
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Re: Texture problem in Plutonia 2

Post by Mechatron »

Bit of an update...

I went back into (GZ)Doom Builder to try to ID the textures being used. It looks like the actual texture is supposed to be the AROCK animation, but somehow, they're being shown as BFALL instead. Meaning, something is being mistranslated somewhere in PL2 (and now I can confirm its appearance in PRCP as well).
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Re: Texture problem in Plutonia 2

Post by Mechatron »

OK, last night I was able to fix the problem.

I unzipped the Plutonia HD textures, ferret out which ones were being used, and then resize them to 64x64. Had to do the same for the skull switches. Hopefully that's the last of the texture problems.
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