Doom Custom Sky Textures

Q.

  1. Sky - The Doom Wikia - Doom, Doom 2, Doom 3, And More
  2. Realm667 - Doom Style
  3. Doom Custom Sky Textures Minecraft
  4. ZDoom • View Topic - How To Add Custom Sky Textures?

Sky - The Doom Wikia - Doom, Doom 2, Doom 3, And More

Doom Textures For Doom II. Id software wad 219k. 3D Realms wad 2.2mb. Jonathan Rimmer wad. Changes the sky texture to sky1 and the second sky texture to sky2. Both textures must be the same height if doublesky is enabled. You may also use any flat, pname, sprite or internal graphic (such as TITLEPIC) in place of an actual texture. This simple script changes the Doom 2 default to the red sky from Doom 1. One main file and 4 game-specific override files. This is not only so that all 4 doom games have their own skies and don't all share Doom 2's skies but because some textures in The Plutonia Experiment and Evilution use the same names as some of the Doom/Doom2 textures. For each game, you will need to load both the main file and the override for. Converted for FSX. These files act as HDE sky texture replacements for importing into FSX. Original by Pablo Diaz. Retooled for FSX by Danny Glover.Plane silhouetted against a cold sky.The original release of HDE & HDE v2.0 created a high-quality freeware environment improvement for FS9. Many of the high-definition textures offered for FS9 were also easily portable over to FSX, except for.

How can I add more textures to DooM2? I want to put the hell-sky from Ultimate DooM into DooM2.

A. You will need a resource editing utility such as XWE or Deep Sea. You can use the utility to insert the new graphic (known as a patch) into your PWAD (your own wad file, not the DooM.wad or DooM2.wad files). If you replace an existing patch with a patch of the same size (dimensions) then you will not need to edit the TEXTURE lump. As you are planning to replace one DooM sky with another one, you will not need to edit the TEXTURE lump.

IMPORTANT:

Do not edit your IWAD (doom.wad or doom2.wad). Instead, always work with a PWAD. Better yet, if you don't have the original install disks or CD, make a copy of the IWAD before messing with stuff in an editor.

Screen record on mac quality. Here are the steps for inserting a replacement graphic into a new PWAD using XWE:

Doom Custom Sky Textures
    1. In DooM2, RSKY1 is the name of the patch for the first sky, RSKY2 is the name for the second, and RSKY3 is the name for the third. Using Windows Explorer (or the relevant file browser of your operating system) rename your DooM sky (the Hell sky from Ultimate DooM is named SKY3) to whichever sky you want to replace in DooM2. E.g., if you want your new sky to be in the first part of DooM2 (i.e., Maps 01-12) you will rename SKY3 to RSKY1.
    2. In XWE, start by bringing down the File menu and selecting New.
    3. At the prompt, provide the file name and location to save to.
    4. Bring down the Entry menu and select Load.
    5. Browse to the location of your sky graphic and select the graphic file.
    6. [Once the graphic is in your PWAD you can rename it as many times as you wish. Simply select the entry (e.g., RSKY1), bring down the Entry menu, and select Rename. Then rename the entry to, say, RSKY2.]
    7. Close or Exit XWE.
Q. Yes, but what if I want to add additional textures to DooM2? In other words, I don't want to replace existing DooM2 graphics.

A. This is actually very simple in XWE. Just follow these steps:

    1. In XWE, start by bringing down the File menu and selecting New.
    2. At the prompt, provide the file name and location to save to.
    3. The Filter Toolbar has several entries; double-click on the PATCHES button. NOTE: If you cannot see a filter bar, select View from your Menu Bar and check the Filter Toolbar entry. [If, for some reason you remove your Menu Bar press the F11 key to retrieve the Menu Bar.]
    4. Double-clicking the Patches button will bring up an 'Open' dialog box, will allow you to browse to the folder that has your texture graphics, and let you import all your textures (as long as they are in one folder).
    5. Select your graphic files, then press the 'Open' button.
    6. XWE creates the PP_START/PP_END entries, creates PNAMES and TEXTURE1 lumps from the IWAD (e.g. DooM2.wad), and adds them to the PNAMES and TEXTURE1 lumps.
    7. Close or Exit XWE.
Q. My 2 favorite texture wads are name1.wad and name2.wad. I would like to simply combine the 2 into a single texture wad if possible. How do I do this?

A. There are two ways to do this. Each method has advantages and disadvantages.

METHOD 1

Realm667 - Doom Style

    1. Open XWE and open the wad from which you wish to copy your textures.
    2. Select the patches (they will be between P_START and P_END markers) you want to copy.
    3. From the Menu bar select Entry, then Save As.
    4. An Export window pops up. Browse to the appropriate folder into which you wish to save the patches, and press Save [In the File name: field you will see 'filename will be ignored'. This is because you have multiple selections that you want to save.]
    5. Close the first wad and open the wad into which you wish to copy your patches. Go to the last entry in your existing list of patch names (i.e., the one right before the P_END entry)
    6. From the Menu bar select Entry, then Load. This will load all your patches into your wad in the correct location.
    7. You will need to edit the TEXTURE1 lump to insert your new patches into textures. [Remember that what you insert into a wad are patches from which you must create textures.] I am not sure if there is a way to merge a texture lump from one wad into a texture lump from another wad, but this would be the easiest way to automatically get your new textures. Perhaps you could save the TEXTURE1 lump from your second wad as TEXTURE2 and import it into your first wad. I don't know if this will work, so ask around.]
    ALTERNATIVE: If you want to automatically create textures for all your patches, instead of Step 6 from the list above, double-click on the Patches button on the Filter Toolbar at the bottom of your screen in XWE. Browse to the folder into which you had saved your patches, make your selection, and press Open. All your patches will be loaded into your wad, and the TEXTURE1 lump will be modified to include textures for all patches. You will still need to go into the TEXTURE1 lump and duplicate multi-patch textures that appear in your second wad.

METHOD 2

    1. Open XWE and open the wad from which you wish to copy your textures.
    2. Select the patches you want to copy.
    3. From the Menu bar select Edit, then Copy.
    4. Close the first wad and open the wad into which you wish to copy your patches. Go to the last entry in your existing list of patch names.
    5. From the Menu bar select Edit, then Paste. This will load all your patches into your wad in the correct location.
    6. You will need to edit the TEXTURE1 lump to insert your new patches into textures.
Good luck.Doom

From DoomWiki.org

Adding custom textures to user-created PWADs allows authors to enhance the look of their custom maps or introduce new visual styles that cannot be achieved through the use of Doom's stock textures. There are several different approaches to this depending on what type of textures are being added, and which source ports the wad is intended to be played with.

Inserting and converting[edit]

Sky textures at Wad Archive

The first step to adding custom textures to a WAD is using a WAD management tool, such as SLADE, to insert the graphic into the PWAD and then convert it to a format that the engine can recognize. For vanilla Doom, wall/sky textures must be converted to Doom's picture format and floor/ceiling graphics must be converted to Doom's flat format. Both of these operations can be done within SLADE by clicking 'Convert to..' under the 'Graphic' menu.

Be aware that converting graphics that stray from Doom's color palette may result in a loss of color detail.

Source ports with true-color graphics modes may not be restricted to these formats, and may support alternatives such as PNG.

Replacing existing textures[edit]

The easiest way to include custom textures is to simply replace the original graphics by inserting patches into a PWAD that have the same lump name as those found in the game's IWAD. Such an approach does not technically add new textures; it merely replaces components of the present ones. This is usually most effective with textures that only use a single patch, as replacing a patch that is used by multiple textures will, in effect, modify all of those textures. Note that you cannot modify the dimensions of any textures using this method.

Adding new wall textures[edit]

Mass effect 2 gibbed save editor ps3. A more thorough approach is to actually add new patches to the PNAMES lump, and use these to create new textures within the TEXTURE1 lump. Patches can be arranged to form individual textures at the discretion of the author, thus allowing a small set of patches to create a large quantity of textures. These textures can then be used along with the original textures.

Whether replacing existing textures or adding new ones, it is customary to use P_START/PP_START and P_END/PP_END marker lumps to enclose the patch graphics inside the PWAD. Although these markers are ignored by vanilla Doom and are not necessary, some older WAD management utilities make use of or may require these.

To add textures using SLADE:

  1. Import the patches into the WAD and convert them to the appropriate format.
  2. To create textures directly from the patches, and forego the process of assembling the patches into textures, click 'Add to TEXTUREx'. Otherwise click 'Add to PNAMES'. The latter will add those patches to PNAMES but not create any new textures.
  3. When prompted to create or import a texture definition list, click 'Yes'. Then select the 'Import from Base Resource Archive' option and click 'OK'. This will create a PNAMES and TEXTURE1 lump containing all of the default texture definitions. Note that when adding textures in this manner, each lump should have a name unique from the default textures to prevent duplicate patch/texture definitions.
  4. Double-click on the TEXTURE1 lump to bring up a list of all the texture definitions. If you opted to create new textures directly from the patches, those textures should be visible at the bottom. If that is the case, the textures are ready to use.
  5. To create a new texture from one or more patches, click the 'New' button in the bottom-left corner of the Texture Editor. Give the texture a name, set the width and height (note that the width must be a power of two), then begin adding patches using the panel on the right side of the screen. Add as many patches as desired and adjust their offsets. Patches further down the list are drawn over top of preceding ones. Do this for each texture you wish to create then click the 'Save' button when done.

For Doom 2 and Final Doom, an alternative to TEXTURE1 is the unused TEXTURE2 lump. All textures defined in TEXTURE2 will stack on top of TEXTURE1, so that one does not need to include all of the original textures when adding new textures. This may be useful in some situations, where the PWAD should not redefine the default textures.

ZDoom-based source ports offer the TEXTURES lump, which is a more powerful text-based alternative to TEXTUREx.

Replacing sky textures[edit]

The default skies in Doom are defined in TEXTURE1 as normal textures and can be modified easily by replacing the patches that comprise them. These patches are named RSKY1, RSKY2, RSKY3, and RSKY4 (Ultimate Doom only).

PNAMES

Custom sky textures are also not limited to the default width of 256; they may be extended to 512 or 1024 through editing their texture width and using appropriate patches, as demonstrated in Final Doom.

Doom Custom Sky Textures Minecraft

Adding new floor/ceiling textures[edit]

Doom Custom Sky Textures

Floor and ceiling textures, referred to as flats, are used differently by the Doom engine, and require a different, yet arguably easier approach than wall textures. All flats must be 64x64 pixels in size and converted to Doom's flat texture format. By using identical lump names as found in the IWAD, flats can be replaced in a similar manner as texture patches, however, new flats can be easily defined by assigning them their own unique lump names.

For vanilla Doom WADs, flat textures must be followed by an F_END lump marker and F_START must not be used, because of how vanilla Doom loads flat textures. Using the latter will cause Doom to exit. The use of FF_START and FF_END, however, are safe to use and ignored by Doom.

Adding animated textures[edit]

ZDoom • View Topic - How To Add Custom Sky Textures?

Vanilla Doom has a limited number of animation definitions, but some are unused and are available to authors for creating texture animations of their own using any number of frames. In order to use these, textures with the corresponding names must be defined in TEXTUREx. Custom animated flats also work in a similar manner.

See Animated wall and Animated flat for more information.

Boom-compatible source ports allow a bit more flexibility through the ANIMATED and SWITCHES lumps, and ZDoom-based ports feature the text-based ANIMDEFS lump, which provides yet further capabilities.

See also[edit]

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