It turns my out my pipeline had a major error I hadn't anticipated, because of my complete lack of knowledge of Doom's inner workings.
The wad I had prepared back in August had two major problems. One of them being that across the 3.8K files extracted, there was no trace of a single wall texture, and lots of 64px tall "stripes" of bricks instead. Which is why the test map had to do this:
https://cdn.discordapp.com/attachments/292234299896365056/639474892609290240/unknown.png
Awful, right? I was already bracing for weeks of manually photoshopping the stripes together into solid surfaces like a simpleton (hence my earlier comment about the next step being "lots of optimization"...)
The second problem were the completely undecipherable texture names:
https://cdn.discordapp.com/attachments/639477405827989508/639477487746678814/unknown.png
I didn't think too much of it at first (other than being completely aghast), since Doom has understandably harsher texture name limitations. But then I figured out that that's bullshit, since I remembered this passage from the OTEX website:
What do the names mean?
Most of the 4 letter sequences can be figured out, while others are more far fetched. BRCK is obviously brick, but BNKR meaning bunker is less clear perhaps, and I’ve honestly forgotten some of the names.
I went to ask Ukiro himself about the above, and came out with a lucky solution - to problems that my own ignorance caused.
The way Doom stores textures is, in short,
some fucky shit. What I had initially extracted from the OTEX wad wasn't "textures" per se, but
patches, which is what textures are made of.
Ukiro's instruction was to try extracting the images directly from the "TEXTURE2 lump". I still have a very vague understanding what that means, but a brief search revealed that
Slade is a Doom editor capable of extracting the textures that way.
With that done, I could reapply the process as before, i.e. batch convert the PNGs to TGA and also create a
.wad for the editor.
Interestingly, though this resulted in a total of 2356 textures (a 40% decrease from the original 3892), the .wad filesize has actually increased to 87.7 MB! Is this somehow a fault of how mip textures are compressed? I can only guess.
At any matter, the original problems were resolved, and now (relatively) clear brushwork can commence. https://cdn.discordapp.com/attachments/639477405827989508/639489561256263731/unknown.png
There's still work to be done with the wad though - I have to figure out switches, liquids, transparent textures, and more. So, until next time!