Due to the significantly rearranged palette, the Ancient Aliens resource
requires some additional work to set up and use as your project's base than 
other texture packs. This is because you will need to reindex some IWAD
graphics to match Ancient Alien's palette.



*** Using aa-tex as the base of your project ***

First, we will reindex the IWAD patches (patches are building blocks that
wall textures are made from).

1. Open up aa-tex.wad and doom2.wad in SLADE3.
2. Copy all patches (between P_START and P_END entries) from doom2.wad 
   into aa-tex.wad. You can put them wherever you like as long as they are 
   between PP_START and PP_END in aa-tex.wad.
3. Now we need to reindex the IWAD patches. Select all the patches you have
   copied over. Right click on one in the entries list and select 
   Graphic --> Convert to...
4. In the Graphic Format Conversion dialogue box select:
      Convert to: Doom Gfx(Paletted)
      Current Graphic palette: Doom
      Converted Graphic palette: Existing/Global
      Enable Transparency should be checked using the Existing w/ Threshold
        setting.
5. Click Convert All. SLADE will now reindex all selected patches from Doom's
      palette to the Ancient Aliens palette. You can use this procedure to
      import additional textures from any other texture pack that uses the
      default palette (or any textures that you make yourself).

Next, we will reindex the IWAD sprites.
1. With aa-tex.wad and doom2.wad open in SLADE3, copy all sprites (between
   S_START and S_END in doom2.wad) between the S_START and S_END entries in
   aa-tex.wad. S_END and S_START are the last two entries in aa-tex.wad.
2. Use the Graphic Format Conversion dialogue to convert to the Ancient
   Aliens palette. You can use the same steps for sprite conversion as
   for patch conversion.

Miscellaneous graphics such as the TITLEPIC, INTERPIC, M_DOOM, etc. can be
palettized using the same steps, however, they should not be placed between
any marker entries. I didn't suggest copying them over from doom2.wad because
I'm assuming you're going to make your own!
   
Last, we will reindex the IWAD flats.
1. Copy all entries from between F_START and F_END in doom2.wad to aa-tex.wad
   between FF_START and FF_END.
2. With all flats copied from the IWAD selected, use the Graphics Format
   Conversion dialogue with the following settings:
      Convert to: Doom Flat(Paletted)
      Current Graphic palette: Doom
      Converted Graphic palette: Existing/Global
      Enable Transparency should be checked using the Existing w/ Threshold
        setting.
        
        

*** Using aa-tex resources in your default palette project ***
        
Graphics can be also be converted from the Ancient Aliens palette to the
Doom default palette. Note that the results will only be good for resources
that have corresponding colors in the default palette.

First, you'll want to add the Ancient Aliens PLAYPAL to your list of custom
palettes in SLADE by right clicking the PLAYPAL entry in aa-tex.wad and 
selecting "Add to custom palettes". Give it a name you'll remember. I 
called it "Ancient Aliens".

Then, copy over the desired resource from aa-tex and reindex it using the
Graphics Format Conversion dialogue following settings:
      Convert to: Doom Gfx(Paletted)  NOTE: if a flat, use Doom Flat(Paletted)
      Current Graphic palette: Ancient Aliens (or whatever you named it)
      Converted Graphic palette: Doom (You can use "Existing/Global" if 
                                 Doom.wad or Doom2.wad is set as your base 
                                 resource in Slade)
      Enable Transparency should be checked using the Existing w/ Threshold
        setting.
        
If you need help setting up aa-tex or figuring things out, feel free to 
contact me via PM on Doomworld or via e-mail.