
Now double-click on the newly created folder to enter it. Then, click Archive → New → New Directory in the menu bar and type in Textures as the name. The folder must be at the top level of the folder structure, so if you are already in another folder, navigate back to the top. If you are using a PK3 file, you need to create the Textures/ folder.

To import single-image textures, first consider the type of file you are using.

Likewise, never use a name for a patch or texture that is already used in SRB2 or your own WAD or PK3 file, unless you want to replace an already existing patch/texture.

To prevent conflicts, never use a name for a composite texture that is already in use as a patch. For easy navigability, it is recommended that you store these patches in the Patches/ folder (if you are using a PK3 file) or between the marker lumps P_START and P_END (if you are using a WAD file). You can either use already existing single-image textures as patches or place additional patches in your WAD or PK3 file. The individual images in a composite texture are called patches. Textures that are combined out of several images are called composite textures, and they can be defined in a special text lump called TEXTURES. While this method can generally be used for all textures, it is sometimes useful to combine a texture out of several images, for example if it has repeating patterns or if it shares parts with another texture.

If you are using a WAD file, you must place them between two marker lumps, TX_START and TX_END. If you are using a PK3 file, you must place these single-image textures in the Textures/ folder to make the game recognize them. There are two ways of creating textures in SRB2: One way is to simply import the image that you want to use as a texture into your WAD or PK3 file and convert it to Doom's graphics format.
