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Different texture wadfiles

Sat, 16 Jan 2010 14:16:15

RambOrc

I am currently compiling another large amount of textures to be added to KRPG. Would it be possible/feasible to create several texture wads for different purposes (e.g. one for settlements, one for forest locations, one for desert locations etc)?
Sat, 16 Jan 2010 17:58:36

Firebrand

Sure, they can be made PK3 files and loaded automatically by Vavoom. Just make sure to have the different TEXTURES and PATCHES lumps separated, to make things easier <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 16 Jan 2010 18:54:21

RambOrc

I actually need them as wadfiles to load in the editor to see what I am doing, it's for editing purposes and not for the game itself.
Sat, 16 Jan 2010 20:42:56

Firebrand

OK, that makes it different then, they can be used like that for the game as WAD files too <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 17 Jan 2010 17:19:45

RambOrc

For the moment, still put the new textures into the old file. I also found the sprites with plantage that FB made ages ago, added them to PNAMES and created textures. Uploaded the new textures.wad and a map displaying all the new textures, <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ScatteredEvil/newstuff.zip">http://downloads.orcishweb.com/koraxdev ... wstuff.zip</a><!-- m --> I also found that probably one of the wad editors majorly screwed up the PNAMES list, it was full of garbage I had to clean out*. Strangely, WadAuthor still lists things with the wrong name, e.g. ICE01 3 instead of ICE01. *a PNAMES line should look like ICE01 : 352, however a lot of lines looked like ICE01 E5 : 352
Mon, 18 Jan 2010 20:02:55

Firebrand

Strange... it looks as you said, the names have some garbage there... let's try to look if it's easy to solve it (i.e. if it's possible to fix the names automatically, and if it has to be done by hand if the number of lumps to fix isn't too big), if it isn't then we might just recreate the PNAMES lump again, it's the most easy solution IMHO.
Mon, 18 Jan 2010 20:44:42

RambOrc

When you say recreating the PNAMES lump, do you mean there is a way to generate it automatically?
Mon, 18 Jan 2010 22:27:00

Crimson Wizard

[quote="RambOrc":3u4az848]When you say recreating the PNAMES lump, do you mean there is a way to generate it automatically? That depends on what WAD editor you are using. AFAIK XWE automatically adds PNAMES when you import PATCHes.
Mon, 18 Jan 2010 22:30:20

RambOrc

I'm pretty sure it was either XWE or SlumpEd that put those extra characters into the lines.
Tue, 19 Jan 2010 22:20:07

RambOrc

Some of the produce needs to be resized, the pumpkin is about the right height, the other stuff like tomatoes should be that big too (roughly half their current height).
Tue, 19 Jan 2010 23:10:00

Firebrand

I'll look into it ASAP.
Tue, 02 Feb 2010 13:53:18

RambOrc

Looks like Doombuilder 2 can read textures and other stuff not only from wadfiles and PK3 files, but also from directories. Can Vavoom do that too? In that case, only for an official distribution would it be necessary to update the PK3 files, and the wadfiles would not be needed for textures and other resources.
Tue, 02 Feb 2010 14:57:04

Firebrand

Vavoom reads them only from wad file or pk3 files AFAIK.
Tue, 02 Feb 2010 15:01:09

RambOrc

Will check into modifying a PK3 file I guess, since WAD seems to the be worst place to store stuff unless it's required for compatibility. Oh yeah that reminds me, editors like SlumpED or XWE probably only work with wadfiles or?
Tue, 02 Feb 2010 15:05:34

Firebrand

Nope, they both support PK3 files, the only thing you need for working with a PK3 file is a ZIP utility (like 7-zip or winzip), and the correct folder structure (which is already done in our PK3 files), let me know if you have questions about this <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Tue, 02 Feb 2010 16:01:13

RambOrc

Got FilZip, will check out the PK3 files.

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