[Update] Final Doom Textures
- MagicWazard
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Count: ~ 200
Palette: Doom
Format: TEXTURES
Anims/Switches: Yes (ANIMDEFS)
Description: All of Final Doom's textures recompiled for Doom/Doom II usage. Some texture and patch names have been changed for compatibility or ease-of-use. All switches and animations have been redefined.
Conversion: MagicWazard
Author: id Software, Team TNT
Submitted: MagicWazard
Download:
https://www.dropbox.com/s/0werde17jlforug/FinalDoomTextures.zip?dl=0
This update is designed to make all of Final Doom's textures play nicely in a Doom/Doom II environment. Everything has been converted to TEXTURES format, so only the new definitions are included. I've renamed textures and patches as necessary to avoid conflicts, as well as for TEXTURES compliance (more details below). All switches and animated sequences have also been redefined, so they no longer piggyback off of existing sequences. Additionally, I've split up TNT's multi-use animations into individual textures, so they're easier to use (no more counting offsets).
While I was cleaning things up, I also went and retouched a handful of patches from TNT that had issues (such as the visible edges of the "burning switch" texture, the color artifacts on the webs, and the row of black pixels on 2 of the cavern patches). I also wound up re-doing the "large skull" switch from Plutonia since the original was pixelated due to slightly crude resizing. In all cases, I've included the original patches for purists. (I originally started retouching a few more TNT patches [like DOBWIRE], but decided to give up on that since that's a project in and of itself.)
I had a couple odd issues with the move to TEXTURES. If anybody knowledgeable would like to chime in on whether these are "bugs" or expected behavior, see the spoiler below:
Additionally, if a texture defined in TEXTURES uses a patch that has the same name as a different texture, it will appear at run-time using the texture of that name instead of the patch of that name. (For example, texture A_BROWN1 uses patch "BROWN1", but in-game, appears as texture BROWN1.) Again, this doesn't happen when using TEXTUREx, and SLADE3 and Doom Builder display those same textures just fine. It's only when using TEXTURES. I'm wondering if it's because TEXTURES doesn't need to reference a patch list, unlike TEXTUREx? In any event, I changed any patch names that were the same as existing texture names, since it seemed like good practice anyways.
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- Blue Shadow
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- Putting quotation marks around the name of the texture definition seems to work as far as ZDoom is concerned, though GZDoom Builder doesn't appear to like it. It fails to find the texture.
- This is most likely related to namespace priority. The wiki mentions here that graphics placed in the patch namespace will be prioritized over other graphics in other namespaces, but only if the archive structure is used (PK3/ZIP). This doesn't work for the WAD format, as the PP_START/PP_END markers have no special meaning to the engine.
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- MagicWazard
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- Blue Shadow
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My only gripe is the skull switch texture's blurriness.MagicWazard wrote: So unless anybody finds any problems I missed, or has any particular objections to the way it's implemented, I believe it's ready to go.
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- MagicWazard
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Well, considering it's a 33x33 sprite blown up to nearly double its original dimensions, it's either going to be pixelated or a bit blurry. I personally think the latter is an improvement (short of remaking it from scratch, which is outside the scope of what I'm doing). Either way, it's just a non-essential bonus inclusion, and the original versions are still provided for those who prefer them.Blue Shadow wrote: My only gripe is the skull switch texture's blurriness.
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- Gez
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- MagicWazard
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Not specifically; the intention was just to more-gracefully port over the official textures, rather than bring in community content. Notwithstanding the handful of TNT patches I "fixed", the large skull switch is about as far as I wanted to go with doing any kinds of editing, since it was just rescaling an existing asset with a different sampling method. And, of course, the original version is still included.Gez wrote: Have you thought about looking at the redone textures in Plutonia 2? The skull switch was among them.
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- Dreadopp
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- Blue Shadow
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