Page 1 of 1

A Flurry of High Res Related Questions

Posted: Sat Jun 24, 2006 4:35
by Boingo the Clown
It's been a while since I last posted. I've been away from DooM editing for a while.

I got an error when I tried to replace existing objects with ones using the same id numbers, so I was wondering how I would go about replacing the pick up weapon things (i.e. the shotgun lying on the floor waiting to be picked up) with new high res versions.

Also regarding weapons, I would like to know how to change the first person sprites, the ones showing the player's hands holding the weapons, with high res versions.

Staying within the same vein, I am wondering if it is possible to the statis bar graphics to high res versions as well. If it is possible, how is it done?


Thanks.

Posted: Sat Jun 24, 2006 8:55
by Graf Zahl
1) It's just a warning, not an error. The things actually get replaced but if you want to get rid of the warning use Dehacked to change the original's editor numbers.
2) Either define them in HIRESTEX or use the HI_START/END namespace.
3) Same as 2.

Posted: Sat Jun 24, 2006 15:00
by Boingo the Clown
Can you give me an example of HIRESTEX? I can not find it in the ZDooM wiki.

Posted: Sat Jun 24, 2006 15:21
by Enjay
Most GZdoom specific stuff will not be in the Zdoom Wiki. The documentation thread is the place to look for that kind of stuff.

http://forum.drdteam.org/viewtopic.php?p=5444#5444

Posted: Sat Jun 24, 2006 15:55
by Boingo the Clown
So HIRESTEX is a new GZDooM specific lump, and to get high res versions of existing sprites, I have to put:

define spritename x-scale y-scale

somewhere in the list?

That seems simple enough.

Will the change in scale affect the offsets? That is to say, if I change the scale of the health percentage, for example, will the offsets for them be fouled up?

Posted: Sat Jun 24, 2006 16:35
by Graf Zahl
For sprites and patches with offsets you will need 'remap' instead of 'define'. Especially for sprites which need special preinitialization which can't be done with HIRESTEX.

Posted: Sat Jun 24, 2006 18:55
by Boingo the Clown
This is not working. So far I have only succeeded in creating a six foot tall MP40, having the old low res MP40 appear, or having a black box appearing where the MP40 should be.

I am going to need an example.

Here are three things I want to do (among others).

I want to replace the shotgun sprite (the one of the shotgun on the floor waiting to be picked up) with a sprite of an MP40 submachine gun with 3x resolution being used.

I want to replace the statis bar with a new version that is double the resolution of the existing one (640 x whatever).

I want to replace at least one of the sprites depicting the player's hands holding various weapons.

Please type out an example of a HIRESTEX lump doing these three things, because I know I simply will not get how this is done until I see it actually done and working.

Also, I need to know what format the new replacement graphics have to be in. Are they supposed to be saved as sprites, patches, graphics, or as straight lumps saved in some standard graphics format, such as .bmp or .png?

<<EDIT: I managed to get the first item to appear by saving the graphic as a .gif.>>

<<EDIT: I got the altered shotgun to appear, but I could not change the statis bar to a high res version, nor could I change the first person pistol sprites to high res versions.

I have been at this all day, and I am becoming very frustrated.>>