GLDEFS: Details VS Hi-Res Textures

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Syfo-Dyas
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GLDEFS: Details VS Hi-Res Textures

Post by Syfo-Dyas »

Alright, so it looks like PrBOOM-Plus and GzDOOM now share enough in common that my project should be able to function fine with either engine.

The problem I am running into now is that I am trying to learn my way around GLDEFS.

It appears to me that the only purpose GLDEFS serves is to let the engine know where to find the resources for the Skybox, or if I want to tell the engine that a 1024x1024 should actually display within a 128x128 frame within game.

Beyond that I am not seeing the purpose of it, though I can say I am having a lot of difficulty getting my Hi-Resolution textures to work and or display the way I intend them to.



The first issue I am having is this.

I have changed the in game Palette to that of Dark Forces and have imported a series of Patches with the same palette into XWE.

All this displays as it should, though when I include some Hi-Res images of the same name into XWE between HI_START AND HI_END, then go onto to define their properties within GLDEFS, they show up in the game and they certainly display a higher resolution for the textures, but for some reason, they seem to be effected by the game's palette as opposed to displaying how they actually look.

I.E. if the Hi-Res image has a part that is supposed to display in Green, it will show up in Purple like the Patch Image which has had the Dark Forces Palette applied to it.

And example of this can be found here:


http://starwarslegacy.net/Documents/DetailsVSHires.zip

Now the author of the PrBOOM-Plus port told me that there is a difference between DETAILS (which I believe is the method I am using), and Hi-Res textures.

He said that DETAILS are intended to be used like this:

You create a Grey Scale Image to place between HI_START AND HI_END, which in turn provides the associated Patch with additional details. I.E. if I have a DETAIL Image with a bunch of ripples drawn on it, it will then make the associated Patch full of ripples.

What I am looking for is a way to apply a Hi-Res texture into the game that totally over rides the default in game Patch that it is associated with. I want it to display in full color as it should, without being effected by the in game palette.

I have managed to get it to work on a couple of occasions, but then, just when I thought I was on the right track, I'd change something, and BOOM, right back to where I began. The Texture will go either from displaying in Full Color within game to displaying within the confines of the in game Palette (though still with more than 256 colors, just not the right ones), or in the worst case scenario, not showing up in game or within DOOM Builder 2 what so ever.

Got any ideas?


Please remember, this project MUST remain PrBOOM-Plus compatible. I do not wish to use any GzDOOM centric features until GzDOOM becomes a cross platform project, and by cross Platform I mean easily ported to Amiga OS 4.x, MorphOS, AROS, Amithlon, Haiku/BeOS, etc. ;)
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Re: GLDEFS: Details VS Hi-Res Textures

Post by Blue Shadow »

Put the textures between HI_START and HI_END markers and flats between FF_START and FF_END markers.
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Syfo-Dyas
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Re: GLDEFS: Details VS Hi-Res Textures

Post by Syfo-Dyas »

Oh ya! Duh! :)

I've been playing with Patches for too long, I forgot to throw it between the proper markers.

EDIT:

OK, everything now works. The solution above fixed the problem with the flats not showing up, and in order to Hi-Res textures without the default DOOM Palette interfering is to simply load up your file for HI_START and END. Then load up the same file (set to what ever size you want it to be in game) in between PP_START and END. Assign it as a Texture and you are good to go.

I'm sure all you already knew this, but in case there is someone who does not...
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