Doom Tools : Textures [Tutorial 02]
Doomtools has had a update, which adds a new build target called "editor" (doommake editor) that is specifically designed to create a UDB resource file. This new build target is how you should do UDB resources now. Doom Tools : https://mtrop.github.io/DoomTools/ (by MrTrop) Ultimate Doom Builder : https://ultimatedoombuilder.github.io/ Slade : https://slade.mancubus.net/ == Doom Tools Textures Tutorial == 00:31 - Creating the Doomtools Project 03:33 - Sourcing Community Textures from Doomworld 04:07 - Make sure you credit anyone you use resources from. 05:30 - Placing Textures and Flats in the correct Directories. 07:06 - OFFTOPIC - Creating a On/Off Switch Texture 10:18 - Textures and Ready, lets build our texture.wad file. == Texture.wad and UDB == 11:04 - Lets look at the texture.wad file we built 11:37 - Using texture.wad in UDB 14:36 - Why won't it preview from inside UDB? 18:12 - How to fix the UDB Preview 20:21 - The downside of this "fix" 21:43 - A quick trick to have the UDB Preview without any downside. == Animated Textures and Flats, and Switches == 26:04 - Animated Textures and Flats are not working! 27:55 - How to get Animated Flats and Textures Working, as well as Switches 31:52 - Seeing them in action 32:35 - Recap on how to make Animated Textures, Flats and Switches 33:07 - Lets add an animated Sky! 35:24 - Lets use the new SkyTexture as a SkyTransfer 35:59 - Everything is working! == Making "Virtual" Textures using Patches == 37:15 - Making a "Virtual Texture" from patch files 39:32 - Making "Virtual Textures" in Doomtools. 41:41 - You can use Slade's graphical editor to make designing "Virtual Textures" easy as pie! 42:02 - Using a "Virtual Texture" in UDB 43:11 - Virtual Textures are just like any other texture, and can be Animated or be Switches. 44:27 - Remember if you using the UDB trick (21:43), then you need to add the Patch Info for the Virtual Texture into both your dummy texture1.txt files. == Graphic Data Offsets == 46:13 - What are Graphical Offsets? 47:15 - How to do Offsets with Doomtools 51:01 - Quick Recap 51:32 - Another Method using embedded grAB chunks in the PNG files. 53:20 - The drawback of the "grAB chunk" method == Using Community Texture Pack Wads == 55:04 - How to use Community Texture Packs 55:21 - Using Texture Packs in UDB 57:26 - There is a problem with doing UDB previews now though! 58:26 - It dose not effect DoomMake builds, the build still works perfectly. 59:46 - Some TexturePacks will just not work for some reason. 01:00:30 - A new feature that is not yet finished, that may be by the time you see this to Merge may tetxure wads together so you can use UDB preview again. == Extracting and Using Assets from Community Wads == 01:02:00 - Example of a community wad that requires manual merging 01:03:02 - How to extract assets from community wads 01:05:23 - Remember you need to set any SWITCHES or ANIMATED values if required (just like before 27:55) 01:06:22 - Rebuild texture.wad with your new source files and load into UDB. 01:07:06 - Manually Merged texture in action and Recap == Goodbye == 01:07:42 - Hope you like the video! I'll see you next time. Demo WAD : https://shorturl.at/Jg7Wt
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