Either program should be suitable.NiGHTMARE wrote:Paintshop Pro (and I'd assume Photoshop) can do mass converts.
True colour...
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In that case you can align them with XWE and somehow extract the offsets so you can put them in the PNG. It's not the most elegant solution but it works.Deathsong12 wrote:Yes, my MSPaint supports .PNG. But what I'm worried about are weapons, which can look truly awful if not set using XWE's little grid
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Bump.
So let me get this straight, I use Load(Raw Data) in XWE to load an 8 bit PNG between TX_Start and TX_End, right? Am I missing a step, because the colors are still badly distorted when I use it in a map for a texture or flat. They have a tendancy to come out rainbowish looking.
I'm just taking an 8 bit bmp, and saving it as an interlaced png, photo shop doesn't seem to have any advanced options when it comes to creating pngs, so I don't know if that's the problem or not...
So let me get this straight, I use Load(Raw Data) in XWE to load an 8 bit PNG between TX_Start and TX_End, right? Am I missing a step, because the colors are still badly distorted when I use it in a map for a texture or flat. They have a tendancy to come out rainbowish looking.
I'm just taking an 8 bit bmp, and saving it as an interlaced png, photo shop doesn't seem to have any advanced options when it comes to creating pngs, so I don't know if that's the problem or not...
Last edited by solarsnowfall on Fri Sep 23, 2005 20:51, edited 1 time in total.
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How is that? When using XWE if I set the offsets for a png, it requires the file be saved, and converts the png to the doompal
And even though I've read it's only required for sprites, I tried using SetPNG to set the x and y, to no avail. What methods are working for people with custom png textures/flats?

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In my experience, if you import pngs into doom via XWE, you need to specify an X and Y value in order to even be able to use them for textures or flats. If you import a png within TX_START and TX_END, it will appear in the top left corner of the display window, unlike any other format within the TX markers, or the traditional patch and flat files. If you try to apply them to a map in this state, they will not display. If I assign an X and Y value to the feilds at the top of the gfx display window, they then become viewable on the map. For instance, if using a 256x256 image, I have to set the x value to 128, and the y value to 252 before the image will be displayed as a texture or flat in the map. I've tested this over and over again. So my problem is that when specifying those values, to make the png displayable as a flat or texture, it is converted to the doompallet. If you can send me a wad with directions of replication I can follow to accomplish this, then you'll have helped me. If I import an 8 bit 256x256 png without specifying any offsets, it simply does not display in the wad, period. And by doing so, XWE converts the image to the Doompal.
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