Naming the textures for the Build games

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Graf Zahl
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Naming the textures for the Build games

Post by Graf Zahl »

As part of our long term roadmap for Raze a new UDMF-like map format is part of the plan.
There's one problem with this, though: Build has no texture names - only numbers, which does not mix that well with UDMF.

So my idea was to ask the community to help out here and name these textures.

Here's the link https://docs.google.com/spreadsheets/d/ ... sp=sharing

The important thing here is that there is no need to name all the sprite rotations which make up the bulk of the texture set. What we need is proper names for those textures that can be put on walls, floors, ceilings and deorative sprites.

If anybody is willing to help, just ask for access to the linked spreadsheet. It currently has lists set up for Duke Nukem 3D, Redneck Rampage and Redneck Rampage Rides Again.
The lists for RR and RRRA are currently identical but need cleanup because everything is mixed together, many textures only have generic names and no consideration is made for places where they differ. The other games will be set up later, but for them the available lists are a lot less complete so more work is needed.

What we need is the following info:

A suggested name if the texture contains something useful. If you want to suggest a better name than the existing one, feel free to do so.
A note that it is empty, if not defined.
A note that it is part of a sprite animation, if so, but no name.
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Darkcrafter
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Re: Naming the textures for the Build games

Post by Darkcrafter »

I would suggest to name sky textures in such a manner that "sky" word would go before "place or object name". SKYMOON1 instead of MOONSKY1. This way it's going to get quicker for a mapper to find a suitable mood sky in a map editor by typing sky in the texture search field.
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Dynamo
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Re: Naming the textures for the Build games

Post by Dynamo »

Should textures have a maximum of 8 letters, as per Doom textures names?
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Graf Zahl
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Re: Naming the textures for the Build games

Post by Graf Zahl »

No. As you see, some names are already longer. Even in GZDoom it's merely a limitation of the original definition files and texture names can be as long as you like
Professor Hastig
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Re: Naming the textures for the Build games

Post by Professor Hastig »

Does anyone know a tool that can open a full ART set and display each tile with its number? I'd like to help but such a tool is a requirement. Everything I tried so far only lists the tile index in its own file which does not help with the task.
Proydoha
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Re: Naming the textures for the Build games

Post by Proydoha »

Professor Hastig wrote: Mon Apr 17, 2023 5:55 am Does anyone know a tool that can open a full ART set and display each tile with its number? I'd like to help but such a tool is a requirement. Everything I tried so far only lists the tile index in its own file which does not help with the task.
Try BAFed:
https://m210.duke4.net/index.php/downlo ... les-editor
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Phredreeke
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Re: Naming the textures for the Build games

Post by Phredreeke »

Some suggestions for Duke

3430 FODALLEN
3431 FODCHUCK
3432 FODDIRK
3433 FODRICHARD
3434 FODJAMES
3435 FODSTEVE
3436 FODGREG
3437 FODTODD

3440 FODLEE
3441 FODSCOTT
3442 FODDOUG
3443 FODMARK
3444 FODJIM
3445 FODKEN
3446 FODDAVID
3447 FODGEORGE
3448 FODBOBBY

(these are all from the Faces of Death map, hence the prefix)

4379 WNTDOUG
4381 WNTCHUCK
4382 WNTTODD
4383 WNTGEORGE
4384 WNTDIRK
4385 WNTALLEN
4399 WNTRANDY
4401 WNTUNA
4409 WNTBRIAN
4889 WNTSTEVE

(WaNTed, with name of the person pictured)

4466 PRTGW
4467 PRTAL
4468 PRTGB
4469 PRTAJ

(PoRTrait, used initials because there are two Georges and typing out Washington and Broussard would be too long)

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