Slade 3 question texture

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doomexpert
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Slade 3 question texture

Post by doomexpert »

anyone know why doombuilder tells when i add a texture between tx_start and tx_end in slade and putt those textures in Texturex so it would be automatic putt the textures into the pnames(patches) why is telling doombuilder that the texture is double defined in recources?

those textures are JPG and PNG format. if i put those textures not in texturex and the pnames, doombuilder cant see them.
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Enjay
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Re: Slade 3 question texture

Post by Enjay »

I suspect it's because you have added them in two different ways and you only need one.

Putting the graphics between tx_* markers tells the engine that the graphics are textures. There is no need to add them to TEXTUREX.

Adding them to TEXTUREX as well means that you have now defined them as old fashioned patch-style textures too. That is probably why you are getting the error message.

Either remove them from TEXTUREX or move them outside the tx_* markers. Putting them between P_* markers (or PP_* markers) is good practice for neatness and so on but not essential.
doomexpert
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Re: Slade 3 question texture

Post by doomexpert »

Enjay wrote:Either remove them from TEXTUREX or move them outside the tx_* markers. Putting them between P_* markers (or PP_* markers) is good practice for neatness and so on but not essential.
p or pp_*? those textures must be able to apply on walls and floor without having to sort things out. is that possible regardless size and keeping real colors in pp_start?
doomexpert
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Re: Slade 3 question texture

Post by doomexpert »

Yes i work with gzdoombuilder svn. just awsome. improved mapping for sure, more things is possible etc.

But Now i getting even more problems after sorting JPG and PNG photo's and putting between PP and FF markers. even if its between pp and ff markers im still getting the error saying: texture is double defined in recources. i had deleted all the applied textures before in my pnames and in texturex. so i know for sure i dont have it twice. where else.

i just leave i between tx markers. just easy and everything at one place. but it seems to work now. lol
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Gez
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Re: Slade 3 question texture

Post by Gez »

doomexpert wrote:anyone know why doombuilder tells when i add a texture between tx_start and tx_end in slade and putt those textures in Texturex so it would be automatic putt the textures into the pnames(patches) why is telling doombuilder that the texture is double defined in recources?
Because they are doubly defined. TX_ is for stand-alone textures; TEXTUREx is for composite textures made from patches.

http://zdoom.org/wiki/Namespace
http://zdoom.org/wiki/Texture
http://zdoom.org/wiki/Patch
http://zdoom.org/wiki/TX_START
http://zdoom.org/wiki/P_START
http://zdoom.org/wiki/TEXTUREx
http://zdoom.org/wiki/TEXTURES

By putting them in both TX_ and TEXTUREx, you are defining them twice: first as stand-alone, and then as composite.
doomexpert
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Re: Slade 3 question texture

Post by doomexpert »

ok tnx. my fault, maybe there was some reason why textures between tx_* markers didnt work.
slade 3 has sometime problems with patches. maybe the way how you copy things. bad texture directory or patch 100 what tries to use patch 101. i still dont know how that could happen.
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Enjay
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Re: Slade 3 question texture

Post by Enjay »

doomexpert wrote:p or pp_*? those textures must be able to apply on walls and floor without having to sort things out. is that possible regardless size and keeping real colors in pp_start?
I replied to the above last night but the forum was behaving a bit oddly at the time (I think eruanna might have been updating software or something). Anyway, for what it's worth, I wrote:
Enjay wrote:If you do it properly, yes.

However, if you just want them to be single patch unaltered textures on the wall, they should work by being between TX_* markers. No need for TEXTUREx, PNAMES or anything.

If DB isn't seeing textures added like this, then either they haven't been added properly or you don't have DB configured in a way that allows it to read TX-style textures (e.g. I don't know but it might be possible that the non-ZDoom related configs in DB don't allow the use of TX-style textures).

You also mentioned DoomBuilder. Have you tried GZDoomBuilder? It's more up to date and still being worked on and, despite the name, can make maps for more than just GZDoom.

http://forum.zdoom.org/viewtopic.php?f=3&t=32392
I think my post was visible for a while and so that might explain why doomexpert wrote:
doomexpert wrote:Yes i work with gzdoombuilder svn. just awsome. improved mapping for sure, more things is possible etc.
Anyway, glad it seems to be working now. :)
doomexpert
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Re: Slade 3 question texture

Post by doomexpert »

yes gzdoombuilder made my mapping a whole lot easier. specially copy and paste sectors and turning 360 degrees, . i stopt 2011 with building because i thought it would be impossible but later in 2013 i discoverd gzdoombuilder and udmf format. udmf is been around for a while.

Perfect time to pick up the mapping again. i have now gzdoom 1.8.02 from oktober and it seems that my black monsters above a 3d sector problem is fixed somehow, maybe because of some limitation or having switched to udmf format. just a whole new possibility like scaling textures. but if you look in the screenshot, left on the table, things are a little bit inside the table.. and that is gzdoom 1.8.02. i still use sometimes gzdoom from februari 10th 2011. there doesnt occur the problem.


But 20.300 sectors and still building. :) i think im 50% done. but it can be 50.000 sectors i dont know. this is just one house of many. i think 500 houses. i need those walls in an open world. so i have one fix in mind. because the engine renders through the window, i can make a wall without texture and overlap the ceiling with the floor so it would not render behind it but you can see through. awsome. but i have the houses already. with 500 houses im still busy next year and maybe after 2 years.
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