This tool lets you easily edit (modify), create, rename and delete Texture and Patch names. Even nicer is that it you now have tools to help make sure that all of your textures are valid BEFORE you test your level.
Please review the Texture Construction Overview below to see how a texture is actually made.
The dialog has three lists. The left list is a list of all the TEXTUREx names. The right list is a list of all the PNAMES. The bottom list shows all the patches in the texture.
The graphic preview areas are resizable. To see the most, press the maximize button first. Then you can drag the left and bottom edges of the preview areas to any size you want. Drag the left edge up to the right side of the list box. Now if you type in the list box name area, the texture will overlay and you can see it all.
HiRes Texture Scaling Control
Used for scaling DeePsea format Hires textures (for the ports that support them). Value is 0 to 255. Values less than 8 increase the displayed size and values gt the 8 reduce the displayed size.
0 or 8 = 1 (same size as texture definition)
16 = 0.5 (half size)
32 = 0.25 ( one quarter size)
64 = 0125
Same as Xscale except for the Y size of the texture.
When enabled calculates X and Y offset in world units (same as original DOOM – uses the displayed texture size as scaled).
When disabled (default), calculates X and Y offsets in finer texel units.
DeePsea automatically adjusts the X and Y offset commands depending on the setting in the texture. Each texture can have its own setting
Press this to change ALL the textures to the current World Unit Setting. This is useful when you make a bunch of replacement textures for the original ones (using the same texture names) and you do not want to change all the X/Y offsets used in the level(s).
Error Checking Options
Checks to make sure that all the patches are defined in PNAMES and checks that all the textures are completely covered by a patch.
Checks to make sure that all the PNAMES entries have a graphics lump entry defined in the currently loaded PWADs. Check to make sure that the graphic entry consists of a valid DOOM graphic format.
Tells you how many textures use the patch that is currently highlighted. Used if you want to delete a patch to see how many textures you need to delete or modify.
Select a texture in the left list and the actual Lump names for the texture (patches) are displayed in the bottom. The texture is displayed in the upper right area.
Select a name in the right list and the patch is displayed. Use this to select the actual Lump name when you replace textures or want to draw on a texture. You need to know the Lump name not the Texture name. The patch is displayed in the lower right area.
Stretch the top left texture view to the available size. This is convenient when you scale textures to a smaller size, where they can become hard to view.
Sort (check box)
Check this box to display all the names in alphabetical order. This is for viewing only and does not affect the order of the entries as stored.
Confirm Deletes (check box)
Uncheck this box to quickly delete entries from either side without a confirmation appearing. You cannot delete a PNAMES/patch if it is in use. So delete the textures first and then delete the patches.
Edit the currently highlighted texture. A new dialog box appears. Enter the patch names and values desired.
Edit Texture Hi-Res Scaling
For ZDOOM only, you can specify the horizontal and vertical scaling from 0 to 255. 8 is normal size, 1 is the biggest it gets and 255 is the smallest. 0 is the same as 8 for compatibility with existing textures.
Add a new texture to the list of names. A new dialog box appears. Enter the patch names and values desired. Scaling is the same as described above.
You can rename the texture to any name not currently in use
Deletes the texture highlighted.
Add a new patch to the list of names. It is up to you to supply a graphics lump with that name. On the dialog that pops up, you can browse for a patch name from the list of currently loaded graphics. If the name is not yet loaded, you can load a PWAD or BMP with the graphic by pressing Add PWAD or BMP/PCX file with DOOM graphics. The default lump name is taken from the first 8 letters of the file name.
You can rename the patch to any name not currently in use. It is up to you to supply a graphics lump with that name.
Deletes the patch highlighted. You cannot delete a patch that is in use by a texture.
Browse all the textures at once. You can also just left click on top of the texture and do the same thing.
Browse all the patches at once. You can also just left click on top of the patch and do the same thing.
Brings up the Export dialog and gives you access to all the graphics and lumps available.
How to Add NEW texture names or modify existing ones
Although replacing textures is the easiest of all to do, there are times that you may want to enhance your level with more textures than originally supplied with the game. You can Add, Replace, or Delete the contents of the TEXTURE1, TEXTURE2 and PNAMES lumps.
Texture Construction Overview
Briefly, the textures in the games consist of one or more patches or pieces. DOOM and DOOM II had many composite textures. This was cut down quite a bit in HERETIC and HEXEN. The original purpose was to save disk and memory space.
The names you see in the LineDef texture selection boxes can be made up from many patches.
The texture viewer displays all the actual Lump (PWAD directory) names used in each textures. Pressing the left Browse button or Left mouse clicking inside the top texture displayed brings up the Texture browser. You can also browse the patch names on the right side by pressing the Browse button.
To keep this simple, this discussion calls the sum of the composite names, Texture Names and the pieces Patch names. (Patch names, Lump names and directory names are the same thing in the documentation.)
For textures with multiple patches, each Patch is displayed. The X/Y represent the X and Y offsets for that Patch in the texture. The offset shift the starting position of where the Patch starts drawing. X shifts the starting spot left (-) or right (+). Y shifts the starting spot down (+) or up (-).
The size is the absolute graphic size of the Patch. Not all of the patch may display. The Texture itself has a dimension and all Patches display only within that dimension. The excess is clipped.
Replacing a Texture
Replacing a texture with a new texture is easy.
1. Read in a PWAD with a texture Patch whose name is the same as an existing Patch name. DeePsea implicitly replaces any duplicate Lump name. (This applies to ALL names, including sounds, sprites, etc).
After you have read in the replacement Patch name, DeePsea displays the new texture Patch when the texture Name is referenced.
2. You can make a replacement texture, by selecting the Patch (or Lump) name desired and then use the Save Lump in a PWAD command.
To use this texture Patch in a different texture Name, rename the Lump when prompted to match the Patch name of the desired texture Name. (I know this sounds weird.)
Here's an example for DOOM II:
1. Using the Texture Composite Viewer look at textures BIGDOOR5 and BROWNPIP.
BIGDOOR5 consists of the Patches WALL40_1 and WALL42_3.
BROWNPIP consists of the Patches TP2_1,
We are going to change the texture BROWNPIP by replacing the Patch TP2_1 with the Patch WALL40_1.
2. In the File menu (or GRAPHICS Editor), select Export Lump and save to a PWAD. Choose the name WALL40_1.
Name the file WALL40_1.WAD (any name is OK) and the New Lump Name = TP2_1.
3. In the File menu, select Open PWAD and select WALL40_1.WAD (the one we just made).
4. Now go back to the Texture Viewer and select BROWNPIP again. What do you see? This change is temporary.
To clear this texture, select the File menu and then choose Close File option to clear these files.
To make this change permanent, use the Group command and combine this modified Patch name with your level or use the Import/Merge Tool. Now whenever you play your level, your new BROWNPIP texture appears.
Using DeePsea’s Graphic drawing tool to Replace Textures
Another way to create new replacement textures is to use the DeePsea texture drawing tool and make your own from scratch. You can draw on any graphic (including sprites) and cut and paste parts and pieces from any other graphic (registered) to make a new texture. Use the SaveAs and name your graphic as described earlier to replace any Patch name.
Select F1 for help in the Drawing Tool.
Using DeePsea’s unique graphic import tools to add new textures
There are three tools that can take BMP, DOOM graphics or FLATS and instantly convert them into a DOOM TEXTURE.
Adding New Textures Manually
Adding new textures means creating additional texture Names and optionally, new Patch names. This is only slightly more involved with DeePsea’s advanced texture editing tool described here. The texture names are created in a Lump called TEXTURE1 (and sometimes TEXTURE2, depending on the game). These are the real texture names. The texture names in TEXTURE1/2 consist of the real name and the number of patches and patch offsets. The patch offsets point to offsets in a Lump called PNAMES (patch names).
So to add a new texture name, add the name in TEXTUREx and describe the Patch names used. Keep on reading.
Using Existing Graphics
If you are planning on using the existing patch names, position the texture list box at the location where you wish to insert a new texture name and clicking on the left Add Texture button. (Note: There are some special animation names, so you don’t want to casually insert new names - see below.)
A Texture definition box appears. Enter the new Texture name, the texture dimensions and select up to 40 patches for the texture. DOOM has one texture with more patches, but 40 is plently! Use the Drawing option to copy and paste textures together, so you seldom have to use more than 3 patches. The X and Y offsets next to each patch name control the position of the patch. This is obvious when you enter values and watch the texture patch move on the screen.
The rest of the options are pretty obvious! Play around and see how easy it is. If you type ? for a patch name, a patch browser appears. You can also position the cursor in the appropriate patch box name and press the Patch Browse button. Either one is fine.
Using your own New Graphics
If you want to use brand new graphics, here are the steps to follow:
1. First put the graphic(s) in a PWAD. When the PWAD is created, the Lump name you choose will be your Patch name. There are at least 5 ways you can create these graphics:
a. Use the F7 Import-Merge tool and import BMP/PCX or raw images into a PWAD
b. Load a PWAD with graphic lumps you want to use.
c. Use the F7 Auto Textures from BMPs
d. Use the F7 Auto Textures from Graphics
e. Use the F7 Auto Texture from FLATS
Note: The Auto tools can finish the job all at once or you can just let them create PNAMES that you can manually use to create new textures.
2. Open the Pwad(s)
3. Add the Patch names in PNAMES if you used Import or did not let the other tools create them for you. Position the cursor in the list of patches -right side- and click Add Patch button on right side.
4. Add the Texture name. Position yourself in the list of textures -left side- and click Add Texture button on left side. You can now select them the Patch names added or any other name in the list for your new texture.
Saving Your New TEXTUREs and PNAMES
When you are done making your changes, click the Save button. This writes all your new TEXTURE1, TEXTURE2, PNAMES changes and any new PATCHES added to a file. If this is an existing file, the new information is merged with the file. Normally you select your loaded level so all the new texture information is available for you to use.
How to Use the NEW Textures and PNAMES
If you created a new file, this explains how to use your new entries with new maps:
1. Select Close All files from the File menu.
2. Open up the map(s) desired.
3. Open up the Texture file you created using this tool (select File, Open Pwad, this is automatically done for you when you created it, however, if you did not have your levels loaded yet, a Close is suggested in case any of the maps have TEXTUREx or PNAMES information..
4. Verify that all the changes are present. Use View Files in the Edit menu and also verify the names by browsing.
5. If you added any new PNAMES, make sure you have all those new lumps loaded too (use Open Pwad).
6. To combine this into one file, use the Group command to Group it with your level. To test your changes before grouping them, use the Test All Levels command in the file menu. If you leave the new TEXTUREx, PNAMES and new lumps in their own file, it is very easy to use them in any future level(s). You can also use the Import/Merge command to combine this and the new patch Lumps with any PWAD.
(Note: You can only override the original DOOM lumps once with your new lumps. Additional PWADs with more overrides are ignored for any new names you have created.)
Animated Textures reserved names
Doom’s (and the other games’) animated textures are easy to understand. When you see a texture that animates, find the first texture and the last texture in the sequence. ALL names between the first and last texture are part of the animation sequence. To extend the animation sequence, insert more names between the first and last entries. The contents of the patches are totally up to you, including the first and last patches.
This means that you don’t want to accidently insert a texture name in an animated sequence. Some examples of DOOM 2 animated sequences are:
BFALL1 to BFALL4 (BFALL1 is the first and BFALL4 is the last),
BLODRIP1 to BLODRIP4
DBRAIN1 to DBRAIN4
FIREBLU1 to FIREBLU2
FIRELAV2 to FIRELAVA
FIREMAG1 to FIREMAG3
FIREWALA to FIREWALL
GSTFONT1 to GSTFONT3
ROCKRED1 to ROCKRED03
SFALL1 to SFALL4
The following are spare animations you can use:
WFALL1 to WFALL4,
SLADRIP1 to SLADRIP3
BLODGR1 to BLODGR4
Flats: SWATER1 to SWATER4
Just look for an animated sequence following the rules described. All the names are listed in the order they appear (not sorted), so you can accurately insert the names required.