How to add a new high resolution texture to a texture pack

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: How to add a new high resolution texture to a texture pa

Post by Nevander »

kickytink wrote:I am assuming it would also be possible to have 2 or more of the same monster on the same map use different sprite skins? For example 2 cyberdemons, one with the original sprites and another with modified sprites?
Yes, there are a few choices:

1) You can have a Cyberdemon replaced by a new actor which could then spawn a normal Cyberdemon in one spot and a new modified one in another in a given radius. They'd have to be far enough apart so they don't get stuck in each other, but then another concern is that they might get stuck in the wall or fail to spawn.

2) Replace the Cyberdemon with a RandomSpawner which could choose out of a percent chance to spawn the old normal one or the new one but you'll only ever get the one

3) Create a new actor and inherit from the normal Cyberdemon and simply change all of its state frames to the new set and give it a new DoomEd number, then it can be placed in any map and behave identical to the normal Cyberdemon only with new sprites. This will require modifying the original maps however if you wanted to do this approach.
User avatar
kickytink
Posts: 35
Joined: Fri Jan 06, 2017 8:05 am
Location: Japan

Re: How to add a new high resolution texture to a texture pa

Post by kickytink »

Thanks Nevander,

I would certainly like to give number 3 a go.
I'll give it a try.

Cheers
Locked

Return to “Editing (Archive)”