TEXREF v1.0 THE Texture to Pname cross reference. DISCLAIMERS =========== THIS DOCUMENT IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. In addition, MDC Development specifically disclaims all warranties, expressed or implied, including but not limited to implied warranties of merchantability and fitness for a particular purpose with respect to defects in the program license granted herein in particular, and without limiting operation of the program license with respect to any particular application, use, or purpose. In no event shall MDC Development be liable for any claims for lost profits or any other commercial damage, including but not limited to special, incidental, consequential or other damage. id Software cannot and will not provide support for TEXREF. id Software will not provide support for ANY file that has been modified or created by TEXREF. It is illegal to distribute the registered version of the DOOM.WAD file in any form, original or modified. COPYRIGHT NOTICES ================= TEXREF - Copyright 1994 by MDC Development TEXREF is NOT an id Software product. DOOM is a trademark of id Software. PURPOSE ======= The purpose of this document is to help all you fellow PWAD creators. As many of you have discovered while designing new levels for DOOM, even though there are over 300 different TEXTURES available they may not fit your theme. So what do you do to change the TEXTURE?? You pull your hair out!! Later in the document I will tell you why. This TEXREF should speed up the process of changing those TEXTURES. WHAT IS A PNAME? ================ A pname stand for patch name. Pnames are found in the PNAME lookup table in the WAD file. This table is a list of names used by TEXTURE1 and TEXTURE2 to build the wall textures. Each entry in the PNAME table is the name of a graphic RESOURCE in the WAD file. I originally thought the name PATCH was for "FIX" like patching a program, but after tearing the WAD apart I discovered it was more like a "PATCH" of wallpaper. WHAT IS A TEXTURE? ================== Textures are what you see when you see when you look at a wall in DOOM. These are the values you assign to the SIDEDEFs of a LINE when building your own level with DEU, DOOMCAD, DOOMVB... and all the other level editors out there. A texture is made up from 1 to any number of PATCHES. For instance the texture BIGDOOR2 has only 1 patch, DOOR2_4, but BIGDOOR1 has 5; W13_1,W13_1,DOOR2_1,W13_1,W13_1. Notice that 4 of the patches are the same. That's because each of them has a different x y offset into the texture. BIGDOOR1 is 126x28, the 1 patch start at 0,0 , the 2nd at 0,24 ,3rd at 17,0 , 4th at 113,0 ,and 5th at 113,25. Each patch will over lay the next, and CAN have transparent areas. Unfortunately I can't figure out why in BIGDOOR1 patches 4&5 seem to be overlaid by patch 3. I would thing they would stack one on top of the other like cards! If you know, TELL ME!! Also if you know why some of the x,y offsets are HUGE let me know. MAJOR WARNING! ============== So you've decided to build you own level and you want some unique wall textures. Using this Xref and tools like DMGRAPH, and DEU, you pull out the wall patch you want to alter, change it, then replace it. Cool your done. Now lets run that level... YUCK some of the wall look like crap! WHY!! Well its because since textures are made up of patches a change you make to one texture could affect others! (This is one of the many hair pulling reasons). For instance if you change patch WILTC0 you would change the way 38 different textures looks. SO BECARFULL! ADDITIONAL READING/RESOUCES =========================== Everyone should real the UNOFFICIAL DOOM SPECS by Matt Fell. I believe the latest version is 1.3. Without this document it would have taken me weeks to figure this stuff out, then right the TEXREF. With it, it took about 4 hours. DEU 5.1 by Brendon Wyber and Rapha‰l Quinet, this is the DOOM level editor that I use. Version 5.1 allows you to include your own replacement textures. DMGRAPH 1.0 by Bill Neisius. This will allow you to extract the patch in GIF format then replace you modified version in the WAD file.