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Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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solarsnowfall
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Post by solarsnowfall »

NiGHTMARE wrote:Paintshop Pro (and I'd assume Photoshop) can do mass converts.
Either program should be suitable.
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BlackFish
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Post by BlackFish »

I've done massive converts with photoshop. just need to make an action so you can cut the time down.
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Deathsong12
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Post by Deathsong12 »

Yes, my MSPaint supports .PNG. But what I'm worried about are weapons, which can look truly awful if not set using XWE's little grid
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Lexus Alyus
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Post by Lexus Alyus »

Wow, this truly is a cool time in Doom editing history :D.

:twisted:
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Graf Zahl
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Post by Graf Zahl »

Deathsong12 wrote:Yes, my MSPaint supports .PNG. But what I'm worried about are weapons, which can look truly awful if not set using XWE's little grid
In that case you can align them with XWE and somehow extract the offsets so you can put them in the PNG. It's not the most elegant solution but it works.
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TheDarkArchon
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Post by TheDarkArchon »

You could just memorise the XWE offsets and then apply them using SetPNG
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solarsnowfall
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Post by solarsnowfall »

Bump.

So let me get this straight, I use Load(Raw Data) in XWE to load an 8 bit PNG between TX_Start and TX_End, right? Am I missing a step, because the colors are still badly distorted when I use it in a map for a texture or flat. They have a tendancy to come out rainbowish looking.

I'm just taking an 8 bit bmp, and saving it as an interlaced png, photo shop doesn't seem to have any advanced options when it comes to creating pngs, so I don't know if that's the problem or not...
Last edited by solarsnowfall on Fri Sep 23, 2005 20:51, edited 1 time in total.
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Graf Zahl
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Post by Graf Zahl »

I can't really say whether the code can handle interlaced PNGs. Try saving it as a non-interlaced PNG and import it again.
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solarsnowfall
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Post by solarsnowfall »

Ah, I was misslead when some one said in the forum earlier, that they had gotten an interlaced png to work. Thanks Graf!
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chaoscentral
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Post by chaoscentral »

I did get an interlaced png to work... but it didnt really require offsets
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solarsnowfall
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Post by solarsnowfall »

How is that? When using XWE if I set the offsets for a png, it requires the file be saved, and converts the png to the doompal :( And even though I've read it's only required for sprites, I tried using SetPNG to set the x and y, to no avail. What methods are working for people with custom png textures/flats?
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chaoscentral
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Post by chaoscentral »

I didnt use them for sprites... I used it for flats. so i didnt have to screw with the offsets
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solarsnowfall
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Post by solarsnowfall »

In my experience, if you import pngs into doom via XWE, you need to specify an X and Y value in order to even be able to use them for textures or flats. If you import a png within TX_START and TX_END, it will appear in the top left corner of the display window, unlike any other format within the TX markers, or the traditional patch and flat files. If you try to apply them to a map in this state, they will not display. If I assign an X and Y value to the feilds at the top of the gfx display window, they then become viewable on the map. For instance, if using a 256x256 image, I have to set the x value to 128, and the y value to 252 before the image will be displayed as a texture or flat in the map. I've tested this over and over again. So my problem is that when specifying those values, to make the png displayable as a flat or texture, it is converted to the doompallet. If you can send me a wad with directions of replication I can follow to accomplish this, then you'll have helped me. If I import an 8 bit 256x256 png without specifying any offsets, it simply does not display in the wad, period. And by doing so, XWE converts the image to the Doompal.
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Graf Zahl
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Post by Graf Zahl »

XWE is stupid and stubbornly converts the PNG to the internal patch format. I'm afraid but I think you have to look for another tool to do the job for you.
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Lexus Alyus
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Post by Lexus Alyus »

Maybe Csaebo needs an email of feature suggests for GZDoom?

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