Page 3 of 4

Posted: Fri Jan 27, 2006 12:57
by DaniJ
I'd rather put the offset in the texture definition in HIRESTEX (and if it ever becomes reality NTEXTURE.)
IMO that is a far better idea anyway. Embedding offsets into graphic files just seems wrong in my book, it also requires the use of (yet another) app to get the job done.

Posted: Fri Jan 27, 2006 13:47
by Enjay
But that's how Doom does it, and (G)Zdoom already does it with PNGs - offsets in the graphic. By going for offsets elsewhere you end up with 2 systems.

Posted: Fri Jan 27, 2006 17:54
by Caligari_87
Graf Zahl wrote:In that case your best way of action is to put a dummy 8 bit texture in the WAD and then replace it using HIRESTEX.
Like Nash said: Will that work for sprites?

I'm assuming it would be something like this:

PISGA0 <---- The dummy 8-bit sprite
PISTOL <----- My alpha-mapped PNG, replacing the dummy texture. Set offsets in HIRESTEX?

8-)

Posted: Fri Jan 27, 2006 18:22
by Graf Zahl
If you replace a graphic this way both in-game resolution and offset are taken from the lo-res version. The hires version is scaled to fit the same area.

Posted: Fri Jan 27, 2006 18:47
by Caligari_87
HEY! It...sort of worked :D The alpha mapping is definitely there.

(crappy quick-test graphic screenshot)

Posted: Fri Jan 27, 2006 18:49
by Tormentor667
It's time that XWE supports PNG-Alpha stuffage!

Posted: Fri Jan 27, 2006 21:25
by chopkinsca
Tormentor667 wrote:It's time that XWE supports PNG-Alpha stuffage!
According to Csabo, the PNG support will be fixed up before he releases a new version. Hopefully that new version comes out soon.

Posted: Fri Jan 27, 2006 22:45
by Tormentor667
That is great news indeed :)

Posted: Sat Jan 28, 2006 12:11
by Nash
Nice Cals!

That also means high res HUD weapons graphics are pretty much possible too, eh?

EDIT: Yep, it works. HIRESTEX pwnz!

Posted: Sat Jan 28, 2006 17:22
by DaniJ
This would all be much easier if you just put your hires graphics in a ZIP and loaded that with GZDoom, rather than trying to force XWE into importing them correctly.

Posted: Sat Jan 28, 2006 17:45
by Caligari_87
Only one problem: For each graphic that I want to be alpha-mapped, I need a seperate dummy texture/spirte, right? Somewhere along the lines of 15 or more blank 320x240 graphics

Man, Haloguns is going to be huge...

8)

Posted: Sat Jan 28, 2006 17:50
by Graf Zahl
If you use a .zip instead of a .WAD empty graphics will be packed to almost nothing so it shouldn't matter.

Posted: Sat Jan 28, 2006 17:51
by wildweasel
Caligari_87 wrote:Somewhere along the lines of 15 or more blank 320x240 graphics
They don't need to be that big. You can make them smaller, and you can just use the same offsets as a 320x240 graphic. You could, theoretically, make all your dummy graphics as small as 1 pixel and HIRESTEX would still display them correctly.

Posted: Sat Jan 28, 2006 18:25
by BlackFish
can you release a sample wad with the hires hud weapons?

Posted: Sat Jan 28, 2006 18:46
by Caligari_87
@WW: No, it seems that HIRESTEX remaps based on the attributes of the dummy graphic, including size.

I'll transfer them over to a zip when I'm finished, though. That will help.

8)