IgnyteZero wrote: ↑Sat Feb 01, 2025 12:33 pm
Yeah I used to work with DCK 1.1 back in the days, so I remember the limitations of flats.
I go right back to the original DEU. It's been a long journey.
Oh well, I digress. I did not know that about not adding flats to texture tables. Actually not even sure what pnames and patches do in practice. But that's good to know. I was however confused as to not finding a convert option like Convert to Doom (flats) in SLADE. Does that matter?
My understanding is that TEXTURE1 and PNAMES was a cunning way to save space back when that was important. Put a graphic in the WAD and enter it into the PNAMES table. Now you can construct as many textures as you like by referencing the entry in the PNAMES without having to duplicate the much bigger graphic lump. Even by the time Doom2 came out, iD were getting a bit lazy on that though as several textures that could have used that system didn't.
Slade should allow you to convert FLATS to other graphics formats though. They are a special format and do not work like regular graphics, even the Doom native graphics format.
https://zdoom.org/wiki/Flat
The last line doesn't seem necessary with UDMF, as it can use flats as textures and vice versa if need be.
Agreed. That why I said you could do it if you wanted to for some reason. However, properly inserted flats should work just as you say.
BTW, it's not actually a UDMF thing. This ability was added to ZDoom long before UDMF was a thing. Although, obviously, the ability is there in UDMF.
Didn't I already change them to be between TX_markers? Maybe I didn't with the new batch of textures I added manually from Legacy of Rust.
Actually, yes, I think that you did with most. But that's actually a problem. Putting them between TX_ markers means that you have told GZDoom to treat them as textures (you have put them into the textures namespace, same as putting them into a textures folder in a PK3). If you do that, there is no further need to add them to a PNAMES or TEXTURE1 lump anyway. They should just work. Adding them to those lumps *may* even cause a problem. In fact, that could explain some of the errors - the PNAMES lump is looking for patches, and by putting them between TX_ lumps, you've said "these are textures, not patches."
This feels more close to what conflicts I'm experiencing ingame more than the SLADE report did though. So much I can tell.
Yes, I thought it looked closer to what was being seen in game.
I'm an conservative man and I kinda like the WAD format. I mean ".pk3", that sounds so Gen Z don't you think? But yes, I hear you. Of course it makes things look better sorting in subfolders. It's really strange to me Carmack who is known to love aestethically clean solutions in code and whatnot were fine with the WAD format. Maybe it was efficient back then, what do I know.
Probably just that: a format that worked well for for what iD wanted. Also, at the time, zip files were still relatively young and, I dunno, maybe the extra load of having to decompress files while loading might have caused problems on 1993 machines.
Of course moving things into folders will be easier to work with when editing in a way, rather than the way it is. But some of the other resources I use, weapons, decoration, enemies are most from Realm 667 and they come in both wad and pk3 formats. How do I do with them?
It's pretty straight forward. The PK3 system supports all the same lump formats that are present in the original WAD format. So, for either a WAD or a PK3, you can extract the relevant lumps and dump them into the appropriate part of the folder structure of your own PK3. Sprites in a sprites folder, sounds in the sounds folder and so on. That's it. If they are in the right place, they should work. There are even nice things like GZDoom being sub-folder blind. What I mean by that is you can have, say, a sprites folder and then a separate sub-folder for all the different enemies. GZDoom won't care, if the sprites are there, it will read them all, provided they are within in the sprites folder. The only thing to be aware of is that this can leave you open to accidentally putting two different files with the same name into different sub-folders. GZDoom will only use the last one that it loads in game.
You mentioned earlier (didn't wuote that part I think), that I should delete Texture1 and Pnames and rebuild them. Will that mess up my maps? I mean as long as I use the same texture names, will they apply? Same question goes for changing to pk.3 from scratch.
I mean, your textures lump is borked anyway.

But, yes, provided you use the same names, your maps should be fine. Much of the map data relating to textures/flats is just references to named resources. The names are baked into the map, but that's all - just references to names (in fact, with UDMF being a text format, you can go in and read them if you really want). Part of the sidedefs of the lines are just references to texture names. As long as a texture (in any format) is present, it will be shown on that sidedef in game. It doesn't even matter which format. If you had an original style PNAMES TEXTURE1 entry called COOLTEX1 and deleted it from the TEXTURE1 and PNAMES lump, and then just shoved a PNG called COOLTEX1.png into a Textures folder, GZDoom would use that without any changes needed to the map.
The only time where something might have messed up is if you have allocated a texture with a broken setup to a wall, when you fix the texture definition, what appears in game may look different. However, if your maps pre-date your consolidation of the resources, and you haven't made much in the way of changes to them, they should still all have the references to textures that worked when you made the maps. So, recreating a legitimate set of textures (by whatever method) should be fine.
Basically, your maps should be fine, and you have the original source for the textures. So, it should be possible to reconstruct things reasonably quickly, and get things working. It's a bit fiddly, especially if you are unfamiliar with how some of it works, but it's certainly doable.
And thanks for all the advice so far! Much appreciated.
No problem.

Feel free to keep asking. I know it might feel like things are a bit messed up, but it just requires a bit of reasonably straight-forward work to get a working file.
I think I've answered all the important questions - I accidentally deleted part of my post.
