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Texture
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The [[Doom engine]] looks up a texture name using the wall texture lumps [[TEXTURE1 and TEXTURE2]]. (TEXTURE1 is present in all Doom versions; TEXTURE2 supports the additional textures in registered/Ultimate Doom, but is not found in [[Doom II]].) This yields a list of indices into the [[PNAMES]] lump. For each index, PNAMES gives the name of a lump known as a [[wall patch]]; each wall patch lump is stored in Doom's [[picture format]]. Rendering the texture's list of patches gives the final texture graphic that can be applied to any wall surface.
As with most lumps, if you replace a <code>TEXTUREx</code> lump in a [[PWAD]], the original IWAD lump will not be loaded. Therefore you need to copy the existing texture definitions from the IWAD into your PWAD, alongside any new ones. For Doom II, you can take advantage of the blank missing <code>TEXTURE2</code> lump and override provide just new or changed texture definitions in thatlump.
Complete details of the data structures are given in the [[Unofficial Doom Specs]].