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Re: [tool] TEXTURES Creator 1.1
Posted: Mon Nov 12, 2012 2:50 pm
by MaxED
Can you send me several textures for testing?
Re: [tool] TEXTURES Creator 1.1
Posted: Mon Nov 12, 2012 3:01 pm
by Zero X. Diamond
Re: [tool] TEXTURES Creator 1.2
Posted: Mon Nov 12, 2012 3:55 pm
by MaxED
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.
Re: [tool] TEXTURES Creator 1.2
Posted: Mon Nov 12, 2012 4:02 pm
by Enjay
64x64 scaled to be 32x32 (or smaller) to be a hi-res switch?
Re: [tool] TEXTURES Creator 1.2
Posted: Mon Nov 12, 2012 4:11 pm
by MaxED
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

Re: [tool] TEXTURES Creator 1.2
Posted: Thu Nov 15, 2012 1:17 pm
by Xtyfe
Holy crap, this will save me so much time.
This sounds like something that would do well to be integrated into SLADE
Re: [tool] TEXTURES Creator 1.2
Posted: Fri Nov 16, 2012 12:01 pm
by DoomerMrT
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
Re: [tool] TEXTURES Creator 1.2
Posted: Fri Nov 16, 2012 12:09 pm
by Gez
This is usually solved by a call to
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.
Re: [tool] TEXTURES Creator 1.2
Posted: Fri Nov 16, 2012 1:52 pm
by MaxED
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
Re: [tool] TEXTURES Creator 1.3
Posted: Sat Nov 17, 2012 1:49 am
by DoomerMrT
Works well now, thanks for the quick fix! This program saves me enormous amount of time!
Re: [tool] TEXTURES Creator 1.3
Posted: Wed Nov 21, 2012 12:45 pm
by Mr. Tee
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...
Re: [tool] TEXTURES Creator 1.3
Posted: Wed Nov 21, 2012 1:11 pm
by Gez
TEXTURES isn't obsolete, far from it.
Re: [tool] TEXTURES Creator 1.3
Posted: Wed Nov 21, 2012 1:28 pm
by Mr. Tee
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

Re: [tool] TEXTURES Creator 1.3
Posted: Wed Nov 21, 2012 2:22 pm
by Gez
[wiki]TEXTURES[/wiki] 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_ [wiki]namespace[/wiki], 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).
Re: [tool] TEXTURES Creator 1.3
Posted: Wed Nov 21, 2012 3:07 pm
by Mr. Tee
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