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How to use texture packs with ZDaemon

 
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rg182
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Joined: 08 Jun 2013

PostPosted: Sun Jun 09, 2013 12:09 am    Post subject: How to use texture packs with ZDaemon Reply with quote

I downloaded the Doom Hi-Res Texture Pack from this website

http://dhtp.freelanzer.com/

I know how to use it on ZDoom but have no clue how to use it on ZDaemon.

Can someone here help me configure this pack for Co-op over ZDaemon.

Thanks in advance.
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UberGewei
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Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Mon Jun 10, 2013 12:18 pm    Post subject: Reply with quote

Hey Mate,
Sorry for the late response! but unfortunately this won't work with ZDaemon, The files are in wrong format and the textures are way bigger than the Original! ZDaemon isn't capable of mapping these textures (means that these textures would need to be schrunk in order to fit the walls). ZDaemon is based on an old Zdoom version and uses old-scaled textures (the sizes that were originally used for DooM/DooM II).

Don't be disappointed there are so much cool wad-files for ZDaemon that will probably suit you Wink

Best wishes to you and goodluck on ZDaemon! Wink

Regards,
Michael


Last edited by UberGewei on Tue Jun 11, 2013 12:54 am; edited 2 times in total
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Evolution
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Joined: 06 Sep 2005

PostPosted: Mon Jun 10, 2013 6:03 pm    Post subject: Reply with quote

http://i.imgur.com/gcjFTAu.png (texture near exit door)

I could try to make a ZDaemon compatible version but it would take some time to complete, and some textures might not look so good after conversion...
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UberGewei
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Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Tue Jun 11, 2013 12:45 am    Post subject: Reply with quote

Evolution wrote:
http://i.imgur.com/gcjFTAu.png (texture near exit door)

I could try to make a ZDaemon compatible version but it would take some time to complete, and some textures might not look so good after conversion...


Could be possible (wonder if they would still look better as Doom's original textures xd). Not sure about the rights on these files, Is it free to use/edit? You'd better ask the author first. Razz
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Cybershark
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Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Tue Jun 11, 2013 12:47 am    Post subject: Reply with quote

Spot-on Evo. I'd have said the exact same thing. Can be done - would take time.

[XXX]UberGewei wrote:
ZDaemon isn't capable of mapping these textures (means that these textures would need to be schrunk in order to fit the walls).

Untrue, it just has to be done differently.

But, with the inability to scale down larger flats (and without hi-res sprites) is it worth the bother?

And yeah, converting down from PNGs to Doom's pallete may not always work too well.


Btw, it's fine to do what you like with those packs - as long as credit is given Smile
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UberGewei
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Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Tue Jun 11, 2013 1:04 am    Post subject: Reply with quote

Cybershark wrote:

Untrue, it just has to be done differently.


I know that you can insert new patches inside the texture lump, But if you make a patch that's 1024x768 big, It appears in game as that size.

So my question is, Can you let ZDaemon render it to it's needed size in order to fit the walls? Or Scale them down like you do with sprites in a Dehacked lump? Surprised
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Evolution
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Joined: 06 Sep 2005

PostPosted: Tue Jun 11, 2013 1:20 am    Post subject: Reply with quote

I have almost done it. The reason why I say "almost" is because there are some quirks with scaling certain sized textures - they get a little tutti-frutti here and there.

The result is something... I wouldn't always say it's better. Some walls look nicer, some not so. The flats... Meh.

http://imgur.com/a/qdatt - Just a few quick examples (that don't really show much anyway but I gotta sleep)

edit: link to beta removed- haven't added credits yet. will give to a few trusted testers in irc. be back in 9 days, cya.
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UberGewei
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PostPosted: Tue Jun 11, 2013 1:25 am    Post subject: Reply with quote

Awesome Evo, Looking at those pictures.. that might be worth playing on a ZDS! Surprised
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Evolution
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Joined: 06 Sep 2005

PostPosted: Tue Jun 11, 2013 1:27 am    Post subject: Reply with quote

geweii: Open zcls2013 in slade3 and look for the "zcl" textures used. You can see scaling is used on those. Check them in each map from 01 to 06. They differ in size, but all use the same patch.
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UberGewei
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Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Tue Jun 11, 2013 6:43 pm    Post subject: Reply with quote

Evolution wrote:
geweii: Open zcls2013 in slade3 and look for the "zcl" textures used. You can see scaling is used on those. Check them in each map from 01 to 06. They differ in size, but all use the same patch.


Thank you Smile!
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