Hirogen2 wrote:Would still require an unnecessary PNAMES lump.
Maybe, maybe not. From the news thread...
randy wrote:
You can use any texture anywhere, with one exception:
Textures used as sprites must still be within S_START/S_END markers and must follow the naming convention, because that's the only way to tell Doom what its animation frames and rotations are. For everything else, the way you define the texture doesn't matter, so a floor or wall could use any of the following source images:
- A texture defined in a TEXTURE1/TEXTURE2 lump.
- A flat between F_START/F_END markers.
- A sprite between S_START/S_END markers.
- A single patch listed in a PNAMES lump.
Now, obviously I haven't seen how this actually works in practice, but it should be possible to put graphics between suitable markers and just use them regardless of texture1/texture2/pnames entries. Especially if your new graphics are 64x64 ones that could easily be included as flats.
I suppose it may be possible to put replacement graphics between s_start/s_end entries, but if they don't follow the sprite naming convention this might cause a problem??? Would it be possible to put graphics such as MYWALL1, MYWALL2 between these markers and have them useable on walls/floors, or would I need to call them something like WALL1A0, WALL2A0 etc? And would that even work?
Edit:
Actually, if the above would not work (even if it would) how about adding support for graphics between P_start and P_end as an additional alternative to requiring a patch to be named in one of the texture/patch control lumps? I know that ATM lots of people don't use the P_ markers, but if this was implemented, then they would because it would be a nice easy way of adding a bunch of custom graphics and identifying them as suitable for walls and floors. It should be newer wads that are using this feature anyway for adding new graphics, so backward compatability reqiring those markers in older wads isn't an issue.
How does this new system work with things like animations and switches?
Edit2:
OK, just tried a few things with the latest ZdoomGL beta. If Randy and timmie have implemented this in the same way, then this will apply to Zdoom as well as ZdoomGL:
I used Randy's texturefun wad and put titlepic, interpic, bossback and starms on a wall. All of these worked without any modification to the lumps concerned or adding any markers or anything to the WAD.
STBAR did not work - I just got the noflat graphic on the wall.
I put a totally new 128x128 graphic into the WAD and put it on the wall. Again it didn't work (noflat graphic again). Next, I enclosed my graphic (called testwall) in s_start and s_end markers. It worked. I renamed the markers to p_start and p_end and again I got the noflat graphic.
Restoring the p_ markers to s_ markers, I was then able to put the testwall graphic on the floor - so it works for walls and floors (as expected).
So, assuming Zdoom and ZdoomGL do things the same, it should be possible to put graphics of any name between s_start and s_end markers and use them on the floor or wall without any additional lumps such as PNAMES listing them. Unfortunately, it seems support for P_ markers is not (yet?) included. I still think this would be a good idea for the sake of neatness as much as anything else. s_ markers are really to identify sprites and IMO this section shouldn't be cluttered up with other graphics.
I wonder why some graphics (titlepic etc) worked despite not being between any markers. Hang on....
Hmmmm, nothing to do with size. If I resize testwall to 320x200 it doesn't work without s_ markers. However, if I rename it to titlepic and leave it at 128x128 it works even without s_ markers. Have certain lump names been internally identified as suitable graphics or something?