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Posted: Tue Nov 22, 2005 14:37
by BetaSword
Not sure about the void effect, but with the .pngs, are you making sure to save them as palletized, or whatever? I know in Photoshop, you can change the image color mode to Index, and have it set the colors to "exact", and then save that as a .png, and it works for me... Not sure if any of that made sense, or if the equivalent exists in PSP or not.
Posted: Tue Nov 22, 2005 14:45
by Lexus Alyus
Urm, I've noticed that the images are in 24bit true colour... hmmm...
Okay, even as 8bit PNG's I'm still getting exadtly the same resaults. What's more, if I import them in Wintex as lumps (replacing the colormap entry) the exact same thing happens!
Just so you know, my images are 512x512 and i'm trying to scale them down to 256x256. In PSP the ceiling matches up fine, but in GZDoom its screwd up somehow... the floor matches but the ceiling doesn't... are my images not scaling properly?
I've descovered that the void space is where a texture can't be fount... why is it not finding one of my textures? Its all there and all named properly.
Posted: Tue Nov 22, 2005 14:51
by BetaSword
Ah, there's the color problem, then. They still need to be 8-bit color, but you can use any palette for them. As long as they're 8-bit paletized, it should display right.
Edit: Hmm... Does PSP have an option to change the color mode of the image from RGB to indexed? If so, try doing that, and setting it to use the exact amount of colors, transparency included.
Posted: Tue Nov 22, 2005 15:03
by Lexus Alyus
I've just checked over enjays example and his sky is in 24bit!?
Okay, one problem solved... the void sky was actually misnamed... duh...
However, I refuse to beleive that the rest of this is not down to my stupidity... something isn't right...
Posted: Tue Nov 22, 2005 15:19
by Lexus Alyus
Right, its still not working!
I've tried loading 8bit PNGS, resizing the images to 256, setting the PNG's to nonoptimiesed pallets and noninterlaced using PSP. I get no changes whatsoever (except for the void issue... that's solved... misnamed texture in one of the lumps).
Oh yeah, and the ceilinbg isn't matching up with the rest of the sky in game, but it works in PSP. Im guessing that that is a scaling problem...
WTF is the problem?
Now I am confused... the crash appears to be because of my music! When I comment out the music in the wad it warps between levels fine. Why is my musi causing GZDoom to crash? The same happens in 98x and ordinary Zdoom. My music is IT modules... I've noticed that in XWE on the info of the mod files itr has a line called Orders. The ones that it crash on all say 256, the ones that work are low 2 digit numbers... what is this all about?
Oh, when these crashes occur, GZDoom isn't quitting properly (It's still running in the background)... the other Zdooms do quit properly.
Posted: Tue Nov 22, 2005 16:35
by Lexus Alyus
The mod problem has been solved (crashes when warping to levels). GZDoom appears to not like mods saved with the new version of Mod Plug Tracker. So I obtained the old (classic 1.16) version and it works now

.
I'm still having hassles with the sky boxes though... what the hell is causing them to fail in such a misearble way for me when they work fine for everyone else? From what I can gather it looks like GZDoom is somehowe trimming the top pat off the sky boxes around the side because I can get the floor of the sky box to allighn fine. AS for why its messing the colours up... I have no idea about that...
Finally, I've tried saving them as Indexed 8bit PNGs with no interlacing with Photoshop and I get the same resaults. So, to summarise, the file type, the amount of colours, the way I import them and the image size make no difference to how GZDoom loads the images. The colours are slightly screwed and it looks like its not resizing them properly... I can only guess that its treating them like Hexen skies by making them 256x240... hence why it appears that the ceiling isn't linking up properly. Whats more confusing is this: Why the fuck is working for everyone else!
Posted: Tue Nov 22, 2005 17:25
by BetaSword
Glad you got the music thing worked out.
Now... The process I put images through to work right with GZDoom is like so:
Open image.
Go to Image->Mode->Indexed Color
Choose Exact from the palette menu, check the box for transparency. Click ok.
File->Save as...->File type: .png->Interlace:None
And that's gotten all my stuff to work so far.
Oh, and my steps for XWE (using 1.16):
Entry->Load (raw data)->choose the already formatted .png.
With me, in XWE, it looks like it applies the Doom palette, and in Doom Builder, the textures show up as being various shades of green. But in game, they look normal.
Posted: Tue Nov 22, 2005 17:38
by Lexus Alyus
Nope, the exact same thing happens. I tried to set the pallet to exact on the source but it was blanked out, so I loaded up the PNG's and noticed that Exact was already selected. So, I've done exactly what you have with no luck...
I'm loading the raw data in XWE and my version is also 1.16. The colours looked screwed in XWE and look screwed inGZDoomn, only in a different way. When I load up the full 24bit colour version the image looks perfect in XWE, but screwed in the same way as it always has been (see screen shot) in GZDoom. Enjay loaded a 24bit PNG and his looks fine... plus, mine isn't siing properly. Allow me to demonstrate:
Screwed up colours and the ceiling isn't alligning properly, even though that is the right rotation for the ceiling and sides to allighn.
The original png created just how betasword did.
FAir enough, the coloursaren't scrweing up majorly, but they shouldn't go off that much should they? Even so, the sky isn't alligning properly...
Posted: Tue Nov 22, 2005 17:45
by BetaSword
Well that's odd... Unless they use more than 256 colors, I have no clue as to what the problem could be... Did you convert them from source images? If you did, then perhaps try running the source images through again, and seeing if that'll help. Otherwise, I have no clue...
And about the skybox ceiling, if the problem is that it doesn't match up right, try rotating the image itself, then resaving and reimporting it, until you find the right rotation for it to fit. I had to do that some, too, when experimenting with skyboxes.
Posted: Tue Nov 22, 2005 17:49
by Lexus Alyus
When I load the source ceiling and right side (what you see in both shots above) into any art program and then resize the ceiling so its double the length, the image matches with the ceiling perfectly. Examine both of those shots above, it looks like GZDoom is cropping the top most part of the image.
They were converted from the source image exactly how you converted yours.
From what I can gather it appears that GZDoom is completely ignoring my HIRESTEX lump and treating the side images like regular Hexen skies, IE: Dooms pallet and 256x240 hight.
Posted: Tue Nov 22, 2005 17:53
by BetaSword
Wow. That is odd... I have absolutely no clue what could be causing it, then... Best thing, I guess, would be to wait until Graf shows up to see if he has any clue as to what could be causing this.
Posted: Tue Nov 22, 2005 17:53
by Graf Zahl
GZDoom is cropping nothing. Your picture looks like you should mirror the top texture of the skybox.
Posted: Tue Nov 22, 2005 17:58
by Lexus Alyus
Yes! GZDoom IS cropping my image:
Look, that is exactly what you SHOULD be seeing in the screenshot above. All I have done is taken the images and merged them together in PSP.
Posted: Tue Nov 22, 2005 18:00
by BetaSword
Oh wow. Sorry, Lexus, but Graf is right. I just did a little check with that screenshot in Photoshop, and flipping that top part horizontally made them all line up perfectly.
Posted: Tue Nov 22, 2005 18:04
by Lexus Alyus
So why does it line up outside GZDoom and why is GZDoom messing with the colours?
Hasn't Doom always flipped sky textures?