Lastly, I have included an example map & resources of textures created in this tutorial for you to examine: Download here. A tutorial on this exists here: this tutorial. While this tutorial is written for 8-bit BMP creation in Photoshop, I have alternative methods shown within that use the program IRFANVIEW to convert & dither images from other paint programs to 8-bit BMP.Īnother option is that Wally has as a built-in paint function to create 8bit textures. This tutorial has been updated to mainly use Wadmaker but will still include legacy manual 8-bit indexing with photoshop. Optionally, you can pick up Wally and HL-Tools. Texture names cannot be any longer than 15 characters and spaces are NOT allowed. The special texture characters are as follows: Normal textures need no special characters. If you would like to see it before reading my tutorial, there is a tutorial on on texture creation by the author that can be viewed here.ģ) There are several types of textures that are designated by special characters. It is also of note that the image viewer IRFANVIEW can view the contents of Wadfiles. If an older version of Minecraft (1.2.5 for example) is being used and a texture pack for a. These WAD files can also be compiled into your map BSP for custom downloadable maps by using a CSG command. In this case, this folder must moved to the texture packs folder. This tutorial will be focusing on Wadmaker due to its ease of use, support for modern formats, and automatic 8bit indexing, but will still include Wally for viewing, edits & manual indexing legacy guides. "Wadmaker" is a recent commandline program which supports the widest range of formats and has many quality of life fixes. "HL-Tools" is a hybrid wad & sprite viewer/editor that is more modern.ģ. ![]() ![]() It is the most common and one of the oldest wad creation, editing and viewing utilities.Ģ. "Wally" which is an image asset toolkit for Half-Life & Quake. Wad files can be created by several different programs:ġ. The programs we will be using both turn the image into 8bit index and pack the indexed BMP into wadfiles.Ģ) Textures must be stored in WAD files which are packages that hold textures. Final note is that as of 2019, Valve updated the steam GoldSrc engine to better handle non-power2 texture display. If you are making a stand-alone mod then ignore this warning. Keep in mind there is no texture compression so your texture filesizes can build up quickly because of this I also stress to use 512X512 very sparingly if you are making maps for multiplayer server download. GoldSrc textures must be BMP format with an 8-bit depth (256 colors index/palette) and dimensions must be in multiples of 16 though it is preferable to have them in powers of 2 because they are generally easier to work with. So you might as well go with the pk3 format to bundle resources and the UDMF map format which allow for a lot more features (like floor/ceiling textures rotation and offset).1)Welcome to the GoldSrc Texture tutorial. To be able to use your textures pack, you will want to target GZDoom (so your aren’t limited to the original 256 colors palette). ![]() If you are not on Windows, they work fine with Wine or a virtual machine. Ultimate Doom Builder and SLADE are the tool of the trade. And a incredibly amount of time lurking on mapping channels on Doom Discord servers (mostly #map-making on The Entryway server and the Hellforge Studio server). I watched a couple tutorial video on Youtube (eg. I only had a good understanding of how the original Doom engine worked, which I guess helped a bit. This is my first Doom level (except maybe for an unreleased two rooms level in the 90’s), so I had to learn from scratch. ![]() I really should try making some DOOM levels, I’m just not sure where to start tbh. Using it for the hallways was a pleasure, I started with that and I got a pretty good result in my first couple hours of mapping. I also extended the pack with a blue light and door, a door without a switch/control pad and a screen usable as a switch. I used original graphics for switches as the textures pack lack(ed) any (except for the one on the door, which is too small as a standalone switch). Having textures with metals panel covering the full height would have helped there. Except for the rivet bar which I feel I had to overuse a bit. The pack provides plenty of support and light textures, but they all have a hard seam when repeated vertically. It works okay for hallways, but for rooms I wish I had taller textures to work with to avoid repetition. The 64 heights and the lack of textures that tile well vertically was the main constraint (but kinda fun to work with). I noticed a few original DOOM textures in the play through video! I’d love to hear your feedback on what textures you felt like you were missing as you made the map.
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