How to add a new high resolution texture to a texture pack
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How to add a new high resolution texture to a texture pack
Hello Doom guys and gals,
I have noticed that a wall/door (w108_1)texture is not in any of the hires texture packs that I can find.
So I decided to make one of my own for fun, to go with a skin project I am working on for the cyberdemon and to learn more about Photoshop.
However, I have learned that the textures in the hires packs don't use the same texture names as those in the WAD and I haven't been able to add the texture into the game.
I am using GZdoom with Brutal Doom v20b.
Could someone please let me know whether it is possible to add a new hires textures and how?
Or point me to a place where I can learn about it?
I've been looking around but haven't been able to find much.
Thank you,
Kickytink
I have noticed that a wall/door (w108_1)texture is not in any of the hires texture packs that I can find.
So I decided to make one of my own for fun, to go with a skin project I am working on for the cyberdemon and to learn more about Photoshop.
However, I have learned that the textures in the hires packs don't use the same texture names as those in the WAD and I haven't been able to add the texture into the game.
I am using GZdoom with Brutal Doom v20b.
Could someone please let me know whether it is possible to add a new hires textures and how?
Or point me to a place where I can learn about it?
I've been looking around but haven't been able to find much.
Thank you,
Kickytink
- Arch-vile90
- Posts: 131
- Joined: Tue Jul 01, 2014 4:39 pm
- Location: Italy, the place of pizza
Re: How to add a new high resolution texture to a texture pa
I don't know if you are done with this but...
Into your pk3, open a folder named Hires and put in the texture HD and be sure to install the patch of the original texture ( on this case, the burtalized baron ).
If you only using a wad file, you must create a zip ( called pk3 when finish ) file where you will put:
- the map.wad
- folder named HIRES.
Remember: both texture must have the same name. You can do this for all texture and sprites. Doesn't matter if the HD texture/spirtes is too big, the game resize it/them. ( It's the same process used by Doom HD Texture pack ).
Into your pk3, open a folder named Hires and put in the texture HD and be sure to install the patch of the original texture ( on this case, the burtalized baron ).
If you only using a wad file, you must create a zip ( called pk3 when finish ) file where you will put:
- the map.wad
- folder named HIRES.
Remember: both texture must have the same name. You can do this for all texture and sprites. Doesn't matter if the HD texture/spirtes is too big, the game resize it/them. ( It's the same process used by Doom HD Texture pack ).
Re: How to add a new high resolution texture to a texture pa
Thanks for the reply Arch-vile90,
I am aware the hires texture must have the same name as the original texture.
I have a HIRES folder in the PK3 and have tried placing my new texture there with the same name as the brutalized baron (w108_1)
What do you mean by 'be sure to install the patch of the original texture ( on this case, the burtalized baron ).'?
Do I have to patch something?
Thanks,
I am aware the hires texture must have the same name as the original texture.
I have a HIRES folder in the PK3 and have tried placing my new texture there with the same name as the brutalized baron (w108_1)
What do you mean by 'be sure to install the patch of the original texture ( on this case, the burtalized baron ).'?
Do I have to patch something?
Thanks,
Re: How to add a new high resolution texture to a texture pa
Are you saying I should Place the original texture in the PK3 file also?
As a doom graphic file? or something else?
Where should I put this?
Thank you.
As a doom graphic file? or something else?
Where should I put this?
Thank you.
Re: How to add a new high resolution texture to a texture pa
Arch-vile90,
Doesn't matter if the HD texture/spirtes is too big, the game resize it/them. ( It's the same process used by Doom HD Texture pack ).
I am not sure if that is true. I find that the names in the hires texture packs have different names than the ones in the wad. I am not sure why this is and I am very confused.
Also, the texture I am trying to replace, seems to be missing in the hires texture packs. At least the ones I have...
Doesn't matter if the HD texture/spirtes is too big, the game resize it/them. ( It's the same process used by Doom HD Texture pack ).
I am not sure if that is true. I find that the names in the hires texture packs have different names than the ones in the wad. I am not sure why this is and I am very confused.
Also, the texture I am trying to replace, seems to be missing in the hires texture packs. At least the ones I have...
Re: How to add a new high resolution texture to a texture pa
It sounds like you're confusing patch names with texture names.
Patch names are the ones that appear in the iwads as e.g
W103_1, WALL02_1, RW5_4, etc. Texture names are those contained in the TEXTURE1 lump and which appear in level editors, with names like MIDGRATE, BROWN1, and TEKGREN2.
Normally to replace a texture you would give it the patch name. However, IIRC when using the HIRES folder you instead need to use the texture name.
Patch names are the ones that appear in the iwads as e.g
W103_1, WALL02_1, RW5_4, etc. Texture names are those contained in the TEXTURE1 lump and which appear in level editors, with names like MIDGRATE, BROWN1, and TEKGREN2.
Normally to replace a texture you would give it the patch name. However, IIRC when using the HIRES folder you instead need to use the texture name.
Re: How to add a new high resolution texture to a texture pa
Thank you Nightmare, for clarifying this for me.
I understand now that the patch names are different from the texture names.
I am pretty new to all this, in terms of understanding the way all of this works between wads and PK3s.
Sorry for my noobness.
I need the right question to ask here. .
I have Gzdoom PK3, Brutal Doom PK3, and a hires pack PK3.. Unfortunately, The Hires PK3 does not have the corresponding texture name for the iwad I am using (Doom) And I haven't been able to find one that has it.
"However, IIRC when using the HIRES folder you instead need to use the texture name." I'm sorry, What does IIRC mean?
Do I need to somehow create the texture name from the patch name? Do I need to use a level editor to do this?
Sorry if my questions are dumb. I am confused as to what to do here.
Thank you,
Kickytink
I understand now that the patch names are different from the texture names.
I am pretty new to all this, in terms of understanding the way all of this works between wads and PK3s.
Sorry for my noobness.
I need the right question to ask here. .
I have Gzdoom PK3, Brutal Doom PK3, and a hires pack PK3.. Unfortunately, The Hires PK3 does not have the corresponding texture name for the iwad I am using (Doom) And I haven't been able to find one that has it.
"However, IIRC when using the HIRES folder you instead need to use the texture name." I'm sorry, What does IIRC mean?
Do I need to somehow create the texture name from the patch name? Do I need to use a level editor to do this?
Sorry if my questions are dumb. I am confused as to what to do here.
Thank you,
Kickytink
Re: How to add a new high resolution texture to a texture pa
Inside the hires PK3, make a folder called "hires"
Inside that folder, paste your new texture and rename it to "SP_DUDE6"
Done.
Inside that folder, paste your new texture and rename it to "SP_DUDE6"
Done.
Re: How to add a new high resolution texture to a texture pa
Wa!! Excellent!!!
Thank you so much Nevander~!~!~!!
Is there any special reason for that particular texture being named "SP_DUDE6"?
Thanks again for the help Navanda!!
Thank you so much Nevander~!~!~!!
Is there any special reason for that particular texture being named "SP_DUDE6"?
Thanks again for the help Navanda!!
Re: How to add a new high resolution texture to a texture pa
The internal texture name for that texture you wanted to replace is SP_DUDE6, so placing any new graphic and renaming it to that will replace it. You can find all the internal names of any textures by opening DOOM.WAD or whatever with SLADE and then looking through TEXTURE1/TEXTURE2.
Re: How to add a new high resolution texture to a texture pa
Thanks for the info, dude.
That is weird.
The texture name I was getting from the WAD was W108_1.
Am I looking in the wrong place?
If I do a search for SP_DUDE6 in SLADE nothing shows up.
Addendum,
I couldn't find those names in SLADE, but I did find them in Doom Builder.
Thanks!
That is weird.
The texture name I was getting from the WAD was W108_1.
Am I looking in the wrong place?
If I do a search for SP_DUDE6 in SLADE nothing shows up.
Addendum,
I couldn't find those names in SLADE, but I did find them in Doom Builder.
Thanks!
Last edited by kickytink on Sun Feb 12, 2017 2:58 am, edited 1 time in total.
- Kappes Buur
-
- Posts: 4182
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: How to add a new high resolution texture to a texture pa
hires is deprecated according to the WIKI.
The replacement for that is using HI_START and HI_END markers.
Example PWAD:
http://www.mediafire.com/file/ca0c33k79 ... RES_HI.wad
Or, to be current, use TEXTURES. That way you can use different sizing and scaling.
Example PWADs:
http://www.mediafire.com/file/f97hqf7t9 ... TURES1.wad
http://www.mediafire.com/file/u451n8x6n ... TURES2.wad
http://www.mediafire.com/file/4qc70xa11 ... TURES3.wad
http://www.mediafire.com/file/dlqojadib ... TURES4.wad
Of course, if you have many resource lumps then there is the pk3 option for an ordered arrangement of lumps.
http://www.mediafire.com/file/nvfe6f26b ... S_PACK.pk3
The replacement for that is using HI_START and HI_END markers.
Example PWAD:
http://www.mediafire.com/file/ca0c33k79 ... RES_HI.wad
Or, to be current, use TEXTURES. That way you can use different sizing and scaling.
Example PWADs:
http://www.mediafire.com/file/f97hqf7t9 ... TURES1.wad
http://www.mediafire.com/file/u451n8x6n ... TURES2.wad
http://www.mediafire.com/file/4qc70xa11 ... TURES3.wad
http://www.mediafire.com/file/dlqojadib ... TURES4.wad
Spoiler:
Spoiler:
Spoiler:With WIKI - TEXTURES open as a guide, open the PWADs with GZDB, GZDB_bugfix or Slade3 to inspect their inner workings.
Of course, if you have many resource lumps then there is the pk3 option for an ordered arrangement of lumps.
http://www.mediafire.com/file/nvfe6f26b ... S_PACK.pk3
Re: How to add a new high resolution texture to a texture pa
Thank you for your response, Kappes Bluur,
The effort you put in just to show me how this is done, is extremely appreciated. Thank you.
The examples you showed are beautiful.
I fear, this all maybe lost on me, and I have opened a can of worms.
I am no programmer. I couldn't script my way out of a wet paper bag.
I am totally new to all this.. I really just like making art and thought making a skin or two for Brutal Doom would be a great way to get some practice with stop motion animation and Photoshop.
I have only really just started looking at SLADE3 and Doom Builder and GZDoom Builder.. And I have found all the scripting and codes, definitions etc, to be way over my head.
I managed to load your wads and PK3 in slade and GZDoom Builder (I couldn't get the HIRES_HI.wad to work in GZDoom Builder) and the only thing I can ascertain so far is that the texture red1 & red2 are used to trick the game into loading 2 separate textures where there would usually be one..and that you have used 256 by 512 to achieve higher resolution, and that you use the xscale to set the size of said textures.. Lol, the rest seems over my head.. sorry..
I only wanted to change the SP_DUDE6 texture in Doom 1 E2M8 for a bit of fun... And to add a little to the Cyberdemon High resolution Skin I was making..
I can see though, what you are saying is right. It would be better to assign that texture separately, so that it wouldn't be reused in other levels. I'll see if I can do that.
From what you demonstrated, 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?
Forgive my noobieness.. I am not sure if I will ever be able to get my head around all this.. Head hurts,lol..
I was happy enough that I could figure out how to replace the monsters sprites with something else or make higher res ones but placing them in the HIRES folder in Brutal Doom's PK3, for example.
P.S. Are there still some high resolution textures that haven't been done?
I haven't been able to find a high resolution version of the SP_DUDE6.. If there isn't one, would anyone be interested in one? If so, I would be happy to give it a go.
P.S.S. If anyone would like to use my Miffy cyberdemon, just for something different to shoot, or for a laugh, let me know. I'd be happy to share.
I'm also working on a Hello Kitty head to replace the Lost Souls.. I call her Hell O' Kitty, ha!
The effort you put in just to show me how this is done, is extremely appreciated. Thank you.
The examples you showed are beautiful.
I fear, this all maybe lost on me, and I have opened a can of worms.
I am no programmer. I couldn't script my way out of a wet paper bag.
I am totally new to all this.. I really just like making art and thought making a skin or two for Brutal Doom would be a great way to get some practice with stop motion animation and Photoshop.
I have only really just started looking at SLADE3 and Doom Builder and GZDoom Builder.. And I have found all the scripting and codes, definitions etc, to be way over my head.
I managed to load your wads and PK3 in slade and GZDoom Builder (I couldn't get the HIRES_HI.wad to work in GZDoom Builder) and the only thing I can ascertain so far is that the texture red1 & red2 are used to trick the game into loading 2 separate textures where there would usually be one..and that you have used 256 by 512 to achieve higher resolution, and that you use the xscale to set the size of said textures.. Lol, the rest seems over my head.. sorry..
I only wanted to change the SP_DUDE6 texture in Doom 1 E2M8 for a bit of fun... And to add a little to the Cyberdemon High resolution Skin I was making..
I can see though, what you are saying is right. It would be better to assign that texture separately, so that it wouldn't be reused in other levels. I'll see if I can do that.
From what you demonstrated, 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?
Forgive my noobieness.. I am not sure if I will ever be able to get my head around all this.. Head hurts,lol..
I was happy enough that I could figure out how to replace the monsters sprites with something else or make higher res ones but placing them in the HIRES folder in Brutal Doom's PK3, for example.
P.S. Are there still some high resolution textures that haven't been done?
I haven't been able to find a high resolution version of the SP_DUDE6.. If there isn't one, would anyone be interested in one? If so, I would be happy to give it a go.
P.S.S. If anyone would like to use my Miffy cyberdemon, just for something different to shoot, or for a laugh, let me know. I'd be happy to share.
I'm also working on a Hello Kitty head to replace the Lost Souls.. I call her Hell O' Kitty, ha!

Spoiler:
Spoiler:
Spoiler:
Last edited by kickytink on Sun Feb 12, 2017 3:20 am, edited 4 times in total.