Graphics - Texture Name Edit (Changing Texture Names)
This tool lets you easily edit (modify), create, rename and delete Texture and
Patch names. Even nicer is that it you now have tools to help make sure that
all of your textures are valid.
Please review the Texture Construction Overview below to see how a texture is
actually made.
The dialog has three lists. The left list is a list of all the TEXTUREx names.
The right list is a list of all the PNAMES. The bottom list shows all the
patches in the texture.
The graphic preview areas are resizable. To see the most, press the maximize
button first. Then you can drag the left and bottom edges of the preview areas
to any size you want. Drag the left edge up to the right side of the list
box. Now if you type in the list box name area, the texture will overlay and you
can see it all.
Dialog Operation
Error Checking Options
Verify GRAPHICS
Checks to make sure that all the patches are defined in PNAMES and checks that
all the textures are completely covered by a patch.
Verify PNAMES
Checks to make sure that all the PNAMES entries have a graphics lump entry
defined in the currently loaded PWADs. Check to make sure that the graphic entry
consists of a valid DOOM graphic format.
Patches Used
Tells you how many textures use the patch that is currently highlighted. Used
if you want to delete a patch to see how many textures you need to delete or
modify.
Texture Viewer
Select a texture in the left list and the actual Lump names for the texture
(patches) are displayed in the bottom. The texture is displayed in the upper
right area.
Patch Viewer
Select a name in the right list and the patch is displayed. Use this to
select the actual Lump name when you replace textures or want to draw on a texture.
You need to know the Lump name not the Texture name. The patch is displayed in
the lower right area.
Sort (check box)
Check this box to display all the names in alphabetical order. This is for
viewing only and does not affect the order of the entries as stored.
Confirm Deletes (check box)
Uncheck this box to quickly delete entries from either side without a
confirmation appearing. You cannot delete a PNAMES/patch if it is in use. So delete
the textures first and then delete the patches.
Edit Texture
Edit the currently highlighted texture. A new dialog box appears. Enter the
values you want.
Add Texture
Add a new texture to the list of names. A new dialog box appears. Enter the
values you want.
Rename Texture
You can rename the texture to any name not currently in use
Delete Texture
Deletes the texture highlighted.
Add Patch
Add a new patch to the list of names. It is up to you to supply a graphics
lump with that name.
Rename Patch
You can rename the patch to any name not currently in use. It is up to you to
supply a graphics lump with that name.
Delete Patch
Deletes the patch highlighted. You cannot delete a patch that is in use by a
texture.
Texture Browse
Browse all the textures at once. You can also just left click on top of the
texture and do the same thing.
Patch Browse
Browse all the patches at once. You can also just left click on top of the
patch and do the same thing.
Any Browse
Brings up the Export dialog and gives you access to all the graphics and lumps
available.
How to Add NEW texture names or modify existing ones
Although replacing textures is the easiest of all to do, there are times that
you may want to enhance your level with more textures than originally supplied
with the game. You can Add, Replace, or Delete the contents of the TEXTURE1,
TEXTURE2 and PNAMES lumps.
Texture Construction Overview
Briefly, the textures in the games consist of one or more patches or pieces. DOOM and DOOM II had many composite textures. This was cut down
quite a bit in HERETIC and HEXEN. The original purpose was to save disk and
memory space.
The names you see in the LineDef texture selection boxes can be made up from
many patches.
The texture viewer displays all the actual Lump (PWAD directory) names used in
each textures. Pressing the left Browse button or Left mouse clicking inside
the top texture displayed brings up the Texture browser. You can also browse
the patch names on the right side by pressing the Browse button.
To keep this simple, this discussion calls the sum of the composite names,
Texture Names and the pieces Patch names. (Patch names, Lump names and directory
names are the same thing in the documentation.)
For textures with multiple patches, each Patch is displayed. The X/Y
represent the X and Y offsets for that Patch in the texture. The offset shift the
starting position of where the Patch starts drawing. X shifts the starting spot left
(-) or right (+). Y shifts the starting spot down (+) or up (-).
The size is the absolute graphic size of the Patch. Not all of the patch may
display. The Texture itself has a dimension and all Patches display only within
that dimension. The excess is clipped.
Replacing a Texture
Replacing a texture with a new texture is easy.
- Read in a PWAD with a texture Patch whose name is the same as an existing
Patch name. DeePsea implicitly replaces any duplicate Lump name. (This applies to
ALL names, including sounds, sprites, etc).
After you have read in the replacement Patch name, DeePsea displays the new
texture Patch when the texture Name is referenced.
- You can make a replacement texture, by selecting the Patch (or Lump) name
desired and then use the Save Lump in a PWAD command.
To use this texture Patch in a different texture Name, rename the Lump when
prompted to match the Patch name of the desired texture Name. (I know this sounds
weird.)
Here's an example for DOOM II:
- Using the Texture Composite Viewer look at textures BIGDOOR5 and BROWNPIP.
BIGDOOR5 consists of the Patches WALL40_1 and WALL42_3.
BROWNPIP consists of the Patches TP2_1,
We are going to change the texture BROWNPIP by replacing the Patch TP2_1 with
the Patch WALL40_1.
- In the File menu (or GRAPHICS Editor), select Export Lump and save to a PWAD.
Choose the name WALL40_1.
Name the file WALL40_1.WAD (any name is OK) and the New Lump Name = TP2_1.
- In the File menu, select Open PWAD and select WALL40_1.WAD (the one we just
made).
- Now go back to the Texture Viewer and select BROWNPIP again. What do you
see? This change is temporary.
To clear this texture, select the File menu and then choose Close File option to clear these files.
To make this change permanent, use the Group command and combine this modified
Patch name with your level or use the Import/Merge Tool. Now whenever you
play your level, your new BROWNPIP texture appears.
Using DeePsea’s Graphic drawing tool to Replace Textures
Another way to create new replacement textures is to use the DeePsea texture
drawing tool and make your own from scratch. You can draw on any graphic
(including sprites) and cut and paste parts and pieces from any other graphic
(registered) to make a new texture. Use the SaveAs and name your graphic as described
earlier to replace any Patch name.
Select F1 for help in the Drawing Tool.
Using DeePsea’s unique graphic import tools to add new textures
There are three tools that can take BMP, DOOM graphics or FLATS and instantly
convert them into a DOOM TEXTURE.
Adding New Textures Manually
Adding new textures means creating additional texture Names and optionally,
new Patch names. This is only slightly more involved with DeePsea’s advanced texture editing tool described here. The texture names are created
in a Lump called TEXTURE1 (and sometimes TEXTURE2, depending on the game). These are the real texture names. The texture names in TEXTURE1/2 consist of the real name and the number of patches and patch offsets. The patch offsets point to
offsets in a Lump called PNAMES (patch names).
So to add a new texture name, add the name in TEXTUREx and describe the Patch
names used. Keep on reading.
Using Existing Graphics
If you are planning on using the existing patch names, position the texture
list box at the location where you wish to insert a new texture name and clicking
on the left Add Texture button. (Note: There are some special animation names, so you don’t want to casually insert new names - see below.)
A Texture definition box appears. Enter the new Texture name, the texture
dimensions and select up to 40 patches for the texture. DOOM has one texture with
more patches, but 40 is plently! Use the Drawing option to copy and paste
textures together, so you seldom have to use more than 3 patches. The X and Y
offsets next to each patch name control the position of the patch. This is obvious
when you enter values and watch the texture patch move on the screen.
The rest of the options are pretty obvious! Play around and see how easy it
is. If you type ? for a patch name, a patch browser appears. You can also position the cursor
in the appropriate patch box name and press the Patch Browse button. Either
one is fine.
Using your own New Graphics
If you want to use brand new graphics, here are the steps to follow:
- First put the graphic(s) in a PWAD. When the PWAD is created, the Lump name
you choose will be your Patch name. There are at least 5 ways you can create
these graphics:
a. Use the F7 Import-Merge tool and import BMP/PCX or raw images into a PWAD
b. Load a PWAD with graphic lumps you want to use.
c. Use the F7 Auto Textures from BMPs
d. Use the F7 Auto Textures from Graphics
e. Use the F7 Auto Texture from FLATS
Note: The Auto tools can finish the job all at once or you can just let them
create PNAMES that you can manually use to create new textures.
- Open the Pwad(s)
- Add the Patch names in PNAMES if you used Import or did not let the other
tools create them for you. Position the cursor in the list of patches -right side-
and click Add Patch button on right side.
- Add the Texture name. Position yourself in the list of textures -left side-
and click Add Texture button on left side. You can now select them the Patch
names added or any other name in the list for your new texture.
Saving Your New TEXTUREs and PNAMES
When you are done making your changes, click the Save button. This writes all your new TEXTURE1, TEXTURE2 and PNAMES changes to a
brand new file.
How to Use the NEW Textures and PNAMES
To use your new entries with new maps:
- Select Close All files from the File menu.
- Open up the map(s) desired.
- Open up the Texture file you created using this tool (select File, Open Pwad,
this is automatically done for you when you created it, however, if you did
not have your levels loaded yet, a Close is suggested in case any of the maps have TEXTUREx or PNAMES information..
- Verify that all the changes are present. Use View Files in the Edit menu and
also verify the names by browsing.
- If you added any new PNAMES, make sure you have all those new lumps loaded
too (use Open Pwad).
- To combine this into one file, use the Group command to Group it with your level. To test your changes before grouping
them, use the Test All Levels command in the file menu. If you leave the new TEXTUREx, PNAMES and new
lumps in their own file, it is very easy to use them in any future level(s). You
can also use the Import command to combine this and the new patch Lumps with
any PWAD.
The above steps are the guaranteed way to do this. As you get more familiar,
you can bypass almost all the steps. Just use the Edit View Files (to make sure
you have everything) and then use the Group command.
(Note: You can only override the original DOOM lumps once with your new lumps.
Additional PWADs with more overrides are ignored for any new names you have
created.)
Animated Textures reserved names
Doom’s (and the other games’) animated textures are easy to understand. When you see a texture that
animates, find the first texture and the last texture in the sequence. ALL names between the first and last texture are part of the animation sequence. To extend the animation sequence,
insert more names between the first and last entries. The contents of the
patches are totally up to you, including the first and last patches.
This means that you don’t want to accidently insert a texture name in an animated sequence. Some
examples of DOOM 2 animated sequences are:
BFALL1 to BFALL4 (BFALL1 is the first and BFALL4 is the last),
BLODRIP1 to BLODRIP4
DBRAIN1 to DBRAIN4
FIREBLU1 to FIREBLU2
FIRELAV2 to FIRELAVA
FIREMAG1 to FIREMAG3
FIREWALA to FIREWALL
GSTFONT1 to GSTFONT3
ROCKRED1 to ROCKRED03
SFALL1 to SFALL4
Just look for an animated sequence following the rules described. All the
names are listed in the order they appear (not sorted), so you can accurately
insert the names required.