3KIATC
#26 posted by
ijed on 2020/08/09 03:28:01
How big is the wad? Typically I just do it by hand because,as far as I recall, the only really big wads have been from other games - Q2, Alice, Kingpin, etc.
Metlslime, Ijed
Thanks very much for the responses.
metlslime: Not sure if I understand you correctly, but I'm looking for a method that'd allow me to merge any selection of wads and not just one particular collection.
In any case, thanks for the tip to write a batch file. It sounds like a good idea, but I don't have any kind of IT background and have never written a batch file in my life! :) If the learning curve is not too steep and it's something that's bound to make my life a lot easier (despite my hardly ever using using Windows), I'm willing to try and learn. Are batch files used much in current computing, though? I thought they were relics of the DOS/Windows 9x era...?
ijed: When you say by hand, what do you mean? Copy+pasting with TexMex as I've been doing? If so, can you confirm that the "ignore duplicates" setting is indeed broken?
To answer your question, in this particular case I'm dealing with around 30 smallish wads with plenty of repeated textures, all of which I'm trying to consolidate into one wad. I merged about half of those with TexMex when I realised it wasn't actually ignoring duplicates and that I would have to delete them by hand. So now I have around 15 wads left to merge.
Since the wads in this case aren't enormous, simply repeating the same process with the remaining wads is doable, but it's still really inefficient and time-consuming, with plenty of opportunity for human error (such as accidentally deleting one or more textures that aren't actually duplicates).
#28 posted by
metlslime on 2020/08/09 20:49:09
If each time it’s different, a batch file may be less useful. I think it’s possible to write one that can take any number of wads with arbitrary file names but that’s a little more involved.
So maybe just try it without a batch file and see if it’s still faster than your Texmex workflow.
Also most map editors and most bps compilers can handle multiple wads, I think the only limit is if the list of wads gets too long (1024 characters?) then it stops working.