![]() ![]() The stack of blue disks is to save all currently opened archives. You may have guessed that the disk icon follow the same convention: the blue disk is to save the current modified archive, the green disk is to save it as a new archive. Click on the icon to save the modified current entry. What these green lumps tell us is therefore that we need to save our work. Slade color-code entries this way so you can easily tell which entries are new (green), which are modified (blue), which are read-only (red) and which are safely saved to disk (black). Notice how the copied lumps appear in green: this means that these are new lumps, not saved yet. Right-click to make the context menu appear, click on "paste", and all the copied entries from the texture pack are now inserted after the BLOCKMAP lump. It'll be BEHAVIOR or SCRIPTS in a Hexen-format map, ENDMAP in UDMF, and MACROS in a Doom 64 map.) (Depending on the map format, the last map lump may be something else. So, select the last map lump here the BLOCKMAP lump. You should never disturb the order of map lumps or it could break the map. Now that everything is selected, right click on the mass to make the context menu appear.Ĭlick on "copy", then go back to the tab corresponding to your map mod. It's not magic, it's very standard user interface conventions. Click on the first entry, hit Ctrl+ Shift+ End, and you've now selected all the entries from the archive all of them in one fell swoop. Notice how the tab name tells you this archive is opened from within another archive. In fact, you can even open the wad from within the zip just double-click on it.Īnd now you can see the content of the texture pack. Not a problem, SLADE can open zips and wads just as easily. It's already in the Doom format so it's simpler. In this tutorial, we'll get Nick Baker's 5th episode set. We have our map, now to add a texture pack. We were working on an awesome level, but felt like it needed new textures to express its full potential, and here we will show how to merge a texture pack into the map file so as to have these new resources at our disposal once we go back in map editing mode. WAD file containing a map.įirst, we need a work-in-progress map. In this tutorial, the object is to import textures from a texture pack into a. This is a simple tutorial that will teach a few basics about Doom lump management. The interface is slightly different on the current version of SLADE NOTE: This tutorial was written for SLADE v3.0.0
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