The situation is this - I wanted to add some extra brightmaps to Craneo's Patch64, but, it's a patch replacement, not a texture replacement. As far as I know, you can't bright map individual patches, has to be a texture right? Anyway, it seems like I will have to figure out what the final textures actually look like to bright map them; does anyone know if SLADE can do this? Or do I have to scroll through the Texture lump to visually compare patch and texture? (not doing that lol) I mean.. I don't think I will anyway
Got to be a better way! Anyone run into this before?
Way to generate textures from their component patches?
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Re: Way to generate textures from their component patches?
Exactly what I needed. Thanks!!Enjay wrote: ↑Mon Feb 24, 2025 4:53 pm You're in luck, Slade does indeed do this.
Open up the TEXTURE1 lump in Slade. Highlight the textures that you want to export (you can highlight multiple textures), right click on them in the list, pick "export to/file", tell Slade where you want them saved and it should do it for you.
EDIT: Okay, one question, as I sort through the texture lump it seems like it includes some stock Doom 2 ones, are they just duplicated in my wad? Do people package pwads with iwad textures..? Seems silly.. Anyways, the leads me to the second question
I also loaded a second pk3 but since it's a simple patch replacer, there is no texture lump. I *can* see the patches from the new pk3 in the editor, but there seems to be no way to filter the list down by even pwad, is that correct?
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Re: Way to generate textures from their component patches?
Yeah, some PWADs include stock Doom 2 textures, though it's a bit redundant.ichxg0 wrote: ↑Sat Mar 01, 2025 4:05 amExactly what I needed. Thanks!!Enjay wrote: ↑Mon Feb 24, 2025 4:53 pm You're in luck, Slade does indeed do this.
Open up the TEXTURE1 lump in Slade. Highlight the textures that you want to export (you can highlight multiple textures), right click on them in the list, pick "export to/file", tell Slade where you want them saved and it should do it for you.
EDIT: Okay, one question, as I sort through the texture lump it seems like it includes some stock Doom 2 ones, are they just duplicated in my wad? Do people package pwads with iwad textures..? Seems silly.. Anyways, the leads me to the second question
I also loaded a second pk3 but since it's a simple patch replacer, there is no texture lump. I *can* see the patches from the new pk3 in the editor, but there seems to be no way to filter the list down by even pwad, is that correct?
And yep, the editor doesn’t let you filter by PWAD, so you'll have to sort through patches manually.
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Re: Way to generate textures from their component patches?
I could have sworn I'd answered the second couple of questions. I must have meant to and then got distracted!
Yes, Caprioo is of course right. The only thing I was going to add was a bit of history.
It used to be very common for people to replace the patches inside textures, rather than adding textures. I'm talking like 30-ish years ago, and for a several years after that. It was particularly common for switches and animated textures, because creating new animations ans switches wasn't really possible until the source ports allowed it. So, yes, it's a thing and for a while it was very common. So there will be loads of WADs out there that do it.
However, as Caprioo said, it's pretty redundant now. No one is bothered about the kind of file sizes created by adding a few extra textures, switches and animations can be defined easily and so on. So, there isn't really a need to do it any more, but that doesn't mean that people won't be doing it. I mean, it could even still make sense if you wanted to change the appearance of the actual switch part of several switch textures. If you just change the appearance of a pair of switch patches, you will have altered several switch textures in one go.
Yes, Caprioo is of course right. The only thing I was going to add was a bit of history.
It used to be very common for people to replace the patches inside textures, rather than adding textures. I'm talking like 30-ish years ago, and for a several years after that. It was particularly common for switches and animated textures, because creating new animations ans switches wasn't really possible until the source ports allowed it. So, yes, it's a thing and for a while it was very common. So there will be loads of WADs out there that do it.
However, as Caprioo said, it's pretty redundant now. No one is bothered about the kind of file sizes created by adding a few extra textures, switches and animations can be defined easily and so on. So, there isn't really a need to do it any more, but that doesn't mean that people won't be doing it. I mean, it could even still make sense if you wanted to change the appearance of the actual switch part of several switch textures. If you just change the appearance of a pair of switch patches, you will have altered several switch textures in one go.