Im planing a conversion

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

The problem is XWE. It converts the PNG without asking first. Since I have little experience with XWE the only recommendation I can give is to use another WAD manager to import it.

One other thing: You are replacing a texture with a size of 256x128 with one that is 512x512. As a result the graphic will be distorted when being displayed.
Liberation
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Post by Liberation »

Converts the png to what? is the png just imported as a lump or a gfx, texture or image lump?

sorry for the load of questions..
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ellmo
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Post by ellmo »

converts to patch BMPs I guess
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Graf Zahl
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Post by Graf Zahl »

It is converted to a Doom patch and in that process reduced to the Doom palette. All the nice stuff about hires textures is destroyed by doing that.
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Post by Nuxius »

the only recommendation I can give is to use another WAD manager to import it.
Like what? The only 3 I know of is Wintex (which doesn't do this at all), XWE (which has more bugs than a decaying corpse), and Deepsea (let's not go there).

If there's another one that I haven't heard of, I want to try it! :D
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Post by Manc »

If the texture has to be in the wad and the only effective tool requires payment what is the point of the hirestex lump? Couldn't zdoomgl read external images for this purpose, and if so will not gzdoom also?
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Post by Graf Zahl »

Manc wrote:If the texture has to be in the wad and the only effective tool requires payment what is the point of the hirestex lump?
DeepSea's WAD manager is unrestricted in the shareware version. And don't blame me for XWE's problems. If it can't be persuaded to handle PNGs as raw data it has to be fixed. GZDoom is not the only source port that can handle PNGs. Or you may try your luck with other formats like PCX or GIF. GZDoom loads everything that can be autodetected by DevIL.

Couldn't zdoomgl read external images for this purpose, and if so will not gzdoom also?
It can but I strongly discourage this for anything than standard hires texture packs. It is not an editing feature and I won't change that. External directories are a mess for the end user.
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Post by Manc »

Graf Zahl wrote:DeepSea's WAD manager is unrestricted in the shareware version. And don't blame me for XWE's problems. If it can't be persuaded to handle PNGs as raw data it has to be fixed. GZDoom is not the only source port that can handle PNGs. Or you may try your luck with other formats like PCX or GIF. GZDoom loads everything that can be autodetected by DevIL.
Number one I don't see why you're being so defensive, I wasn't "blaming" you for anything and certainly not XWE issues. Second, using pcx or gif is totally useless for true color images, but I'm sure you knew that so please don't take it as me underestimating what you know.
It can but I strongly discourage this for anything than standard hires texture packs. It is not an editing feature and I won't change that. External directories are a mess for the end user.
I'm not really concerned with what's discouraged or not, nor what things will be like for the "end user" as I'm just experimenting with some ideas. Are you saying that by putting my jpg or tif textures in a /textures directory and using the hirestex lump it will read them in? That's all that's important for my purposes really.
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Graf Zahl
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Post by Graf Zahl »

Manc wrote: Number one I don't see why you're being so defensive, I wasn't "blaming" you for anything and certainly not XWE issues. Second, using pcx or gif is totally useless for true color images, but I'm sure you knew that so please don't take it as me underestimating what you know.
Actually, PCX does support true color, albeit with shitty compression.
I'm not really concerned with what's discouraged or not, nor what things will be like for the "end user" as I'm just experimenting with some ideas. Are you saying that by putting my jpg or tif textures in a /textures directory and using the hirestex lump it will read them in? That's all that's important for my purposes really.
No, the HIRESTEX lump only checks the WAD directory. The only external support is for JDoom-style hires texture packs. Since there is no flexibility in there it is unsuitable for mapping.
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Post by Manc »

So if I want to replace existing stock textures I put them in /textures but for NEW textures they have to be in a WAD (or are you saying a /wad directory on the hd), correct? Also I'm not entirely familiar with what constitutes a "jdoom-style" hires texture pack.
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Post by Graf Zahl »

If you want to replace anything for a WAD you should put it in the WAD and use HIRESTEX to map the textures.

A 'JDoom-like' texture pack is the jDTP which is just a replacement set that has to be stored in a subdirectory.
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Post by dennisjj2 »

So, you can use the jDTP with GZDoom? Or, would it need to be re-compiled (possibly different format)?
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Post by Graf Zahl »

No. Just install it in the same directory as you would for ZDoomGL.
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Post by Liberation »

I dont think theres a prob with xwe, coz ive added png's to my avp wad, and Edge loads it fine,
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