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Patches and textures

Thu, 04 Feb 2010 08:50:06

RambOrc

I would think the system of patches and textures was created in the original engine to conserve memory, however these days that shouldn't make an impact. Is there still a technical reason to use this system or can I just throw a bunch of PNG files into a PK3 and use them as textures?
Thu, 04 Feb 2010 16:57:11

Firebrand

Patches can be whatever format Vavoom supports (BMP, PCX, JPG, TGA, etc.), but all patches require a corresponding texture defined, the game only recognizes textures defined inside the TEXTUREx lumps. AFAIK, there's no other way of doing this. The only important thing is that you keep the directory structure required for this (that is shown on the KRPG and KA pk3 files).
Sat, 06 Feb 2010 14:19:09

Crimson Wizard

[quote="Firebrand":31bevxjp]Patches can be whatever format Vavoom supports (BMP, PCX, JPG, TGA, etc.), but all patches require a corresponding texture defined, the game only recognizes textures defined inside the TEXTUREx lumps. AFAIK, there's no other way of doing this. What?! No, there is a way of simply putting a graphic into "textures" folder (possibly inside "textures.pk3") and engine will treat these images as textures. Come on, Firebrand, I don't believe you did not know that.
Sat, 06 Feb 2010 15:37:07

Firebrand

LOL, now that you mention it, it's true... but there are so much things to remember that sometimes I forget some of them <!-- s:roll: --><img src="{SMILIES_PATH}/orcpascompris.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> .
Sat, 06 Feb 2010 16:44:29

RambOrc

Well this one is quite an important one, it allows adding textures without modifying PNAMEs which is bugging out on SlumpEd and/or XWE.
Sat, 06 Feb 2010 16:50:14

RambOrc

Hm I just tried it with a few BMPs, DB2 recognized them just fine and allowed me to add it to a linedef, but when I launched Vavoom it didn't display. The texture shows when I view it in DB2's visual mode.
Sat, 06 Feb 2010 17:11:52

Firebrand

Maybe they still need to be added to TEXTUREx lumps? Did you tried adding them there?
Sat, 06 Feb 2010 20:51:06

Crimson Wizard

[quote="Firebrand":1lf3797z]Maybe they still need to be added to TEXTUREx lumps? Did you tried adding them there? I don't think so, I did this few times and it worked like that. Texture should be put inside textures subfolder that can be either in krpg folder OR INSIDE textures.pk3 in krpg folder. ... ohwell... krpg -> textures.pk3 -> textures / <all your texture graphics>
Sat, 06 Feb 2010 21:41:57

RambOrc

I am getting the black and white checkerboard pattern, I assume that means the texture doesn't exist as far as the engine is concerned, or? The file structure looks OK as far as I can tell, the subdir name is written in all lower case letters.
Sat, 06 Feb 2010 21:49:06

RambOrc

I have now a copy of the textures subdir and the BMP files in it inside the pk3 file as well as in the koraxrpg subdir and even in the main program dir, but Vavoom still doesn't load them.
Sat, 06 Feb 2010 23:45:28

Firebrand

Could you try converting them to PNG or JPG format?
Sun, 07 Feb 2010 00:37:00

RambOrc

That does the trick, at least in the PK3 file. Nice that no more PNAMES and wadfile needed (and anything I'd modify would be PNG anyway so it's just an initial batch to convert). Putting a texture outside of a PK3 inside a textures subdir doesn't seem to work OTOH.
Sun, 07 Feb 2010 15:46:23

Firebrand

It seems that the thing then is to place the textures inside PK3 files, using an external folder seems to indicate replacements (i.e. hi-res textures) are used, and that they need to have the same names as the replaced textures, nice finding there! <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Mon, 08 Feb 2010 18:07:53

RambOrc

Working perfectly now, I created a new empty ZIP file, renamed to PK3, moved a couple of PNG images into it and both DB2 and Vavoom were loading them just fine.

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