Sprites as PNG - from one game to another - how?

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Enjay
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Sprites as PNG - from one game to another - how?

Post by Enjay »

Can anyone think of a quick way of getting sprites from one game (eg Heretic/Hexen) and putting them into Doom as PNGs with correct offsets?

ATM, I can export the sprites, I can convert them to PNGs and I can stick them into a WAD. All that is easy and with the tools I use, I can do an entire sprite set in a matter of seconds. However, I want my sprites to be offset correctly, and that's where it becomes tedious. I have to look at the original offsets of the sprites and then add the numbers for each one to the command line of setpng or input the numbers into XWE.

Is there any way of converting sprites to PNG graphics whilst preserving the offset information from the Doom graphic format?
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Deathsong12
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Post by Deathsong12 »

No, but I think you can do what Caligari_87 did with his Haloguns demo. Make the actual sprites red squares set with the peoper offsets, and then replace those with the PNG sprites using HIRESTEX.
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Post by Enjay »

Hmmmm, that's an option. No need for the red squares, I can just use the original lumps from the relevant IWAD as these are already correctly offset, and palette matching is irrelevant. The only obvious downside is that every sprite will therefore have 2 lumps: the PNG and the reference, which seems a little wasteful.
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Post by Graf Zahl »

It is. I think the best option you have is to extract the sprites with a command line tool like Deutex that creates a text file with the offsets and somehow convert that into a batch file you can run. It will still be some work but IMO it's better than messing around with HIRESTEX.

What do you need anyway? Maybe I can help?
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Post by Enjay »

Heh, I've not used DEUTEX in the longest time. I didn't even remember that it could do that. Might be worth digging out.

ATM, there's nothing specific I need. It's just that I've got a resource WAD of most of the Heretic and Hexen monsters and nearly all the strife ones too now that I've been messing with to see which ones are worth bringing into a Doom mod. To be fair, most of the colours convert to the Doom palette pretty well most of the time, and those that don't, I've recoloured to what I think are suitable alternatives. However, when I go back and look at them in their original colours, sometimes they look a bit more vibrant, or I can see areas where a few different colours were merged into one because Doom doesn't have a particularly good range of that colour type. Or there are monsters, such as the Hexen ice guy, whose colours simply don't exist in Doom at all. So, I was looking into the possibility of converting some of the monsters/decorations/effects to PNGs in their native palette and seeing how that went. It's really just experimentation at this stage, but even one monster means a whole load of fiddling around with offsets.
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