Im planing a conversion
Moderator: Graf Zahl
- Graf Zahl
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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.
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.
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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).the only recommendation I can give is to use another WAD manager to import it.
If there's another one that I haven't heard of, I want to try it!

- Graf Zahl
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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.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?
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.Couldn't zdoomgl read external images for this purpose, and if so will not gzdoom also?
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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.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.
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.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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Actually, PCX does support true color, albeit with shitty compression.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.
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.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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