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- How to use these textures
-
- Note: this document assumes a familiarity with the basics of DOOM
- texture editing. Recommended reading if you need more info on this
- topic: the DEUTEX manual, The Unofficial Doom Specs v. 1.666.
-
- Quick Start
-
- Just load them all up in your editor, edit a sidedef and browse through
- all the cool new textures (mingled in with the old familiar ones). E.g.
-
- deu -file txbig.wad -file your.wad
-
- To play the wad incorporating the new textures, add the texture wads to
- the doom command line:
-
- doom -file txbig.wad your.wad
-
- You can get a quick look at some of the ALIENS textures by "playing" the
- GALLERY wad supplied in TEXLIB1.ZIP:
-
- doom -file txbig.wad gallery.wad
-
- Finer Points: Animations
-
- An animation is a series of textures which has a special status to DOOM.
- (Note: There are other kinds of animations, I will only be talking about
- textures here). When DOOM sees the first texture in the series, it
- begins displaying the whole series over and over. For instance, the
- glowing green liquid gushing out of a grate in the wall is a series of
- three textures, SLADRIP1, SLADRIP2 and SLADRIP3 which DOOM displays in
- rapid succession over and over.
-
- It is not possible for the WAD designer to designate a new series of
- textures as an animation. DOOM only animates certain predetermined
- textures.
-
- One way to create new animations is to simply replace the patches that
- make up the textures of an animation. For instance, ALIENS DOOM
- replaced the patches of the FIREMAG1, FIREMAG2 and FIREMAG3 textures
- with three images of a fan, such that when animated the fan's blades
- appeared to turn. With this technique, the old animation is lost.
-
- Another technique is to use X offsets within the texture to add new
- patches alongside the old ones. With this method, the WAD designer uses
- the texture X offset field in the sidedef to determine which animation
- the player will see. Advantage: numerous animations available, can keep
- original DOOM animations alongside new animations. Disadvantage:
- editing becomes more complex due to the need to type in texture offsets.
-
- It is also possible to greatly increase the number of frames in an
- animation. See TRINITY for an example of this. DOOM only looks for the
- first and last texture of an animation, and any number of textures can
- be inserted between these to create an arbitrarily long "movie".
-
- Finer Points: Sky Textures
-
- [Some discussion needed here, maybe next release. Briefly, sky textures
- probably are not useful as delivered in this release. They have to be
- named "SKY1", "SKY2" and "SKY3" only, nothing else, which makes it
- difficult to use a large repetoir of sky textures.]
-
- Aliens Textures
-
- In the original ALIENS DOOM, all texture changes were strictly by
- replacement of the graphics patches. Not one new texture was created,
- nor was the arrangement of patches in any of the old textures changed.
- (I.e., the DEUTEX WADINFO.TXT did not have a [TEXTURES] section).
-
- Except for a few special cases such as animations, I have created a new
- texture for every case where ALIENS DOOM redefined a texture. Thus,
- there are now BIGDOOR8, BIGDOOR9, BIGDOORA ... BIGDOORD, instead of the
- same 7 door names as before only with different graphics.
-
- ALIENS DOOM has five animations. They are
-
- before after
-
- BLODGR1 ... BLODGR4 pipes with nukage waterfall of dull gray-
- spilling out green slime
-
- FIREBLU1 ... FIREBLU2 red/blue, somewhat matrix of blinking
- like fire computer screens
-
- FIREMAG1 ... FIREMAG3 fire rotating industrial-
- looking fan
-
- FIREWALA ... FIREWALL yet another fire large animated
- computer display
-
- SLADRIP1 ... SLADRIP3 nukage spilling dull gray-green slime
- from a grate spilling from a grate
-
-
- There were a few cases where, to avoid creating new textures the authors
- of ALIENS DOOM crammed multiple images into a single texture, using X
- and Y texture offsets in the sidedefs to access the part of the image
- required. I have split out the ventilation duct access panel images
- from two into eight textures named GRATE1 ... GRATE8.
-
- DOOR1A: This is two 64 X 72 images side by side. X offset 0 gives you
- the usual DOOR1; X offset 64 is the elevator door texture, like DOOR1
- but with the triangular panels replaced by a see-through wire grate.
-
- Barney and Clinton/ATF Textures
-
- TXBARNEY.WAD has images of Barney and friends similar to what appeared
- in AMBIENT.WAD. Notice that my understanding of textures has improved
- since those days. TXDISGRU.WAD has images of the Clintons, Algore,
- Sarah Brady, Socks the Cat and a ATF recruiting poster from my
- Disgruntled Former Employee WAD. These might be useful to someone doing
- a WAD with an anti- (or pro-? <SHUDDER>) Barney or political theme.
-
- GALLERY.WAD
-
- This is a totally unplayable little DOOM I level with no exit, no things
- and no monsters. It has the five animations described above on display,
- with a zero X offset on one side of the room and a 128 X offset on the
- other side demonstrating the two animations in one texture feature.
- There are several tunnels showing what the grates look like, and there
- is a guard rail running down the middle of the room (this is only one
- linedef with the RAILING texture on both sides-- the illusion breaks
- down as you approach it because the "railing" is razor thin).
-
- Misc.
-
- There were a couple of little surprises in this for me. Since texture
- WADs are so huge, I was hoping to create numerous little texture library
- WADs that would give the developer a good selection yet allow him to
- deliver just the small subset of chosen textures with his product. But
- I found with both DEU (5.21) and DCK (2.1B) that there were problems
- loading multiple texture WADS into the editor, hence the need for
- TXBIG.WAD.
-
- When you consider what is possible in an animation (my hat's off to you
- Steve McCrea), most WAD designers including ID have barely scratched the
- surface. I really like that ALIENS fan and the computer display.
-
-