Transparency in PNGs

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Caligari_87 wrote:@WW: No, it seems that HIRESTEX remaps based on the attributes of the dummy graphic, including size.

Indeed it does. But using fullscreen hires graphics is an enormous waste of texture memory. Better cut it to the parts actually needed and align them properly, especially for weapon sprites.
User avatar
Caligari_87
Posts: 45
Joined: Tue Nov 08, 2005 18:26
Location: Salt Lake City, Utah
Contact:

Post by Caligari_87 »

I guess I'd better get off my lazy ass and do it properly, huh? ;)

8)
User avatar
chaoscentral
Posts: 113
Joined: Tue Aug 30, 2005 14:08
Location: E1M1
Contact:

Post by chaoscentral »

I <3 HighRes Weapons!!!!!


Image
User avatar
chopkinsca
Posts: 183
Joined: Thu Dec 29, 2005 8:09

Post by chopkinsca »

chaoscentral wrote:I <3 HighRes Weapons!!!!!

What's that ugly looking blob on the left side of the screen?
(I know what it is).

Anyway, I can say the opposite, highres weapons/graphics and doom don't mix.
smg m7
Posts: 81
Joined: Mon Sep 26, 2005 17:48
Location: Here, I hope.
Contact:

Post by smg m7 »

Eh, it depends. If all the graphics are high-res, then it looks okay.
User avatar
Caligari_87
Posts: 45
Joined: Tue Nov 08, 2005 18:26
Location: Salt Lake City, Utah
Contact:

Post by Caligari_87 »

Ooohhh... When I release the first segement of Haloguns2... I got all the graphics for the pistol finished today, and everything works like a dream, except the offsets, which still need quite a bit of tweaking...

Mmmmm... true-color high-res goodness... preeettyy...

8)
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

If people are interested in a version of XWE with fixed png offset handling, you can get the latest beta from this Doomworld thread:

http://www.doomworld.com/vb/showthread. ... tid=592476

but scroll down to the bottom - it's no longer the one that Wildweasel linked to but the one Csabo posted near the bottom of the thread.
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Yes it is, actually. The link is still the same.
User avatar
chaoscentral
Posts: 113
Joined: Tue Aug 30, 2005 14:08
Location: E1M1
Contact:

Post by chaoscentral »

so in that version of XWE I can change the offsets of the PNGs without it reverting back to the doom palette?

EDIT: Also when I put the sprites into a zip file with the correct offsets, the appear lower than the screen, but when I had it in wad format, it was fine. Am I doing anything wrong?
User avatar
BlackFish
Posts: 108
Joined: Thu Sep 01, 2005 18:33

Post by BlackFish »

oo nice, now somebody please release a test wad! I dont care if it's one weapon. :)
User avatar
chaoscentral
Posts: 113
Joined: Tue Aug 30, 2005 14:08
Location: E1M1
Contact:

Post by chaoscentral »

I have a wad, but it is 2 MB in a wad... and only 1MB zipped. the problem is, that when it is in zip form, the offsets appear much lower than the wad version

nvm... I'll just release the wad in a zip folder... here ya go, the 357 magnum from half life 2... in highres! enjoy!

http://chaoscentral.biz/downloads/357.zip
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

Lookin' good, chaoscentral!
Locked

Return to “GZDoom”