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- Textures:
- - Open TEXTUREX/1/2 with your resource pack in it
- - Use online random spinner site to randomly select a letter, and that letter selected will be the first letter of the textures you will randomly select from next
- - Use online spinner because a) it is fun b) TEXTUREX/1/2 doesn't assign a number to all textures, so if you have a resource of over 1k textures like me, it's hard to actually count how many are there total, and if you do randomize through it and select 10 random numbers out of 1k+, then you get stuff like the 899th tex and 250th tex and 429th tex, and so numbers in the middle of that 1k+ range are very hard to count to from the bottom and top of the list. So narrowing down selection by random chance makes sense, and doing that by first selecting by randomly choosing a letter that will be the first letter of the textures you randomly choose from makes sense.
- - Filter search textures in slade beginning with that letter from the spinner
- - So for example, I spin the wheel (it has 1-9, A-Z, and also _ because some textures start with _ for some reason) and it lands on D, so then I only search through textures beginning with D, since TEXTUREX/1/2 in slade can filter search via name of texture like that. So then I put D into that search, and it gives me all textures in the resource beginning with D. The list has gone from 1K+ to like 100 tops, and that's easier to parse through because I know SLADE only shows me 36 textures at a time, so finding texture number 55 in a list of 100 is easy, just skip 36 then count to 55 from it. Onto next step.
- - Use a 2nd online spinner for numbers only
- - Once you count how many textures are in that smaller list (usually between 7-100), you then put that total count as the upper bound in the number spinner, and then put 1 for the lower bound.
- - Number pulled, is the texture you use
- - If I randomly generated the number 35, then I count from the top of the narrowed down list down to the 35th texture on it. That texture is what I choose.
- - Repeat until you've reached 10 textures
- - Do similar process for flats
- NOTE: same process goes for flats except you just use your wad's main directory in slade since flats do not have their own TEXTUREX/1/2 lump. However, you have to filter that main directory by Doom Graphics, so whenever you filter by letter, you will get mainly only patches for textures and patches for flats, and slade easily differentiates and sorts them for you already (flats are called doom flats, and textures are called doom graphics), so just ignore the texture patches and just look at the flat patches that come up.
- Overly convoluted solution to simply randomizing 1k+ textures? Yes, but I came up with it on my own instead of running some script or code (idk how to make those and I didn't think of searching up a preexisting one free online for some reason) and manually putting the name of each of the 1k+ unique textures into a spinner was going to be way too tedious. This is less tedious and more fun, I promise.
- EXAMPLE:
- - Have texturex/1/2 resource open in slade
- - Spin letter spinner
- - D comes up
- - Put "D" in search/filter bar of texturex/1/2
- - All textures beginning with "D" come up
- - Count how many there are manually
- - There's more than slade can show all at once (scroll bar to scroll down as opposed to there being not so many as to a scroll bar not being needed), so I know it's showing me a full 36 textures at the moment, so I highlight the last one it's showing me, then scroll down, and since there isn't another full block I can just count manually from that highlighted texture to the bottom of the filtered list
- - Turns out there are 46 textures total
- - Go to 2nd spinner, put in 1 for lower bound, 46 for upper bound
- - Spin it
- - Receive number 16
- - Go back to list
- - Count from the top down, until you count 16 textures from the top one
- - You now have your randomly selected texture
- - Repeat for 9 other textures (and 10 flats)
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