freedoom/lumps/textures
Mike Swanson 85549628fd textures: redefine A-BROWN4 so it doesn’t use BOSFA0
With WAD merging with certain Doom 2 mods (eg,
doom2/Ports/megawads/strg), using a sprite in this texture causes some
engines to crash on loading the game.  The mod makes up its new BOSF*
sprites but omits BOSFA0, which caused our game to crash when trying
to load Freedoom with Struggle.

This can break Plutonia mod compatibility a bit if they try to replace
this sprite too, but let’s hope that will not happen.
2019-09-08 00:39:55 -07:00
..
doom1 textures: Rewrite Freedoom's texture build system. 2014-01-16 04:18:22 +00:00
doom2 textures: Rewrite Freedoom's texture build system. 2014-01-16 04:18:22 +00:00
build-textures use python3 only for building 2019-09-06 14:43:50 -07:00
Makefile textures: use "mkdir -p" when creating directories 2019-09-07 23:56:44 -07:00
README lumps: Add README files for some directories. 2015-12-24 12:29:25 +01:00
textures.cfg textures: redefine A-BROWN4 so it doesn’t use BOSFA0 2019-09-08 00:39:55 -07:00

This directory contains the texture lump generation script. This is used
to generate the TEXTURE1, TEXTURE2 and PNAMES lumps. The Doom engine uses
these lumps on startup to build the game's wall textures from individual
patch textures. More information can be found on the Doom wiki:

    <http://doomwiki.org/wiki/TEXTURE1_and_TEXTURE2>

The deutex tool contains its own texture builder. However, due to the
specific requirements of the Freedoom project, we have implemented our
own texture lump builder. See the header comments in the build-textures
script for more information.