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Posted: Wed Sep 07, 2005 23:59
by solarsnowfall
NiGHTMARE wrote:Paintshop Pro (and I'd assume Photoshop) can do mass converts.
Either program should be suitable.
Posted: Thu Sep 08, 2005 4:18
by BlackFish
I've done massive converts with photoshop. just need to make an action so you can cut the time down.
Posted: Thu Sep 08, 2005 5:57
by Deathsong12
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
Posted: Thu Sep 08, 2005 19:58
by Lexus Alyus
Wow, this truly is a cool time in Doom editing history

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Posted: Thu Sep 08, 2005 20:39
by Graf Zahl
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
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.
Posted: Fri Sep 09, 2005 11:13
by TheDarkArchon
You could just memorise the XWE offsets and then apply them using SetPNG
Posted: Fri Sep 23, 2005 20:48
by solarsnowfall
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...
Posted: Fri Sep 23, 2005 20:51
by Graf Zahl
I can't really say whether the code can handle interlaced PNGs. Try saving it as a non-interlaced PNG and import it again.
Posted: Fri Sep 23, 2005 21:05
by solarsnowfall
Ah, I was misslead when some one said in the forum earlier, that they had gotten an interlaced png to work. Thanks Graf!
Posted: Sat Sep 24, 2005 1:09
by chaoscentral
I did get an interlaced png to work... but it didnt really require offsets
Posted: Sat Sep 24, 2005 3:32
by solarsnowfall
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?
Posted: Sat Sep 24, 2005 7:43
by chaoscentral
I didnt use them for sprites... I used it for flats. so i didnt have to screw with the offsets
Posted: Sat Sep 24, 2005 10:43
by solarsnowfall
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.
Posted: Sat Sep 24, 2005 11:13
by Graf Zahl
XWE is stupid and stubbornly converts the PNG to the internal patch format. I'm afraid but I think you have to look for another tool to do the job for you.
Posted: Mon Sep 26, 2005 17:33
by Lexus Alyus
Maybe Csaebo needs an email of feature suggests for GZDoom?
