Hello all!
This is my first post.
I'm making a new Doom sprite. I've tryed importing it with XWE, but the result was not satisfactory. I've discovered that this is due to the limited Vanilla Doom palette. I've also heard that GZDoom does support high resolution sprites. Is it true? I've created a directory with my decorate.txt, and a sprites subdirectory with the sprite frames in png format. The decorate is recognized, and the new actor is created (I can see it in Doom Builder), but when I execute gzdoom I see no image. The actor is there, I can stumble into it, but it's completely transparent. I guess this is due to some issue with the png file format. Is there any limitation?
Thanks!
High resolution sprites / png
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- Rex Claussen
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Re: High resolution sprites / png
Indeed, GZDooM supports .png format graphics as well as hi-resolution graphics.johnfulgor wrote:I've also heard that GZDoom does support high resolution sprites. Is it true?
This is a weird one. It appears to be a rendering issue, and the only thing I can think of is that you may not have applied the translucency index correctly to your sprite graphics (although I admit that this explanation is a stretch).I've created a directory with my decorate.txt, and a sprites subdirectory with the sprite frames in png format. The decorate is recognized, and the new actor is created (I can see it in Doom Builder), but when I execute gzdoom I see no image. The actor is there, I can stumble into it, but it's completely transparent. I guess this is due to some issue with the png file format. Is there any limitation?
I have had problems with actors not appearing in-game with GZDooM, and on at least one occasion I discovered that I had not used the proper DoomEd number in the editor. But on those occasions there was no actor in-game (as opposed to your case, where there is an actor; it's just not visible).
- Gez
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Re: High resolution sprites / png
I never had problems with sprites in subdirectories in an archive.
Make sure the directory is correctly named and the sprites have the proper naming format.
Some pointers:
[wiki]PK3[/wiki]
[wiki]Namespace[/wiki]
[wiki]Supported data formats[/wiki]
[wiki]Sprite[/wiki]
Also, you should probably switch from XWE to Slumped or Slade 3. XWE is very ill-adapted for ZDoom modding, what with its insistence on converting stuff that should not be converted.
Make sure the directory is correctly named and the sprites have the proper naming format.
Some pointers:
[wiki]PK3[/wiki]
[wiki]Namespace[/wiki]
[wiki]Supported data formats[/wiki]
[wiki]Sprite[/wiki]
Also, you should probably switch from XWE to Slumped or Slade 3. XWE is very ill-adapted for ZDoom modding, what with its insistence on converting stuff that should not be converted.
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Re: High resolution sprites / png
Unfortunately do I ...Gez wrote:I never had problems with sprites in subdirectories in an archive.

I've prepared a minimal example showing the problem:
http://www.patrickswads.altervista.org/Sprites.zip
In ZDoom 2.4.0 I can see the green rectangle, but the rendering is somewhat wrong ; in gzdoom I can't see anything. The decorate code is Ok: if I use some Doom original sprite, it works.
Hope someome can help me ...
John
- Gez
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Re: High resolution sprites / png
The problem is simply that you do not have correct offsets for the sprite. 
Take Slumped and give that PNG offsets. In "Offset type: normal" mode, the sprite should have its middle above the vertical line, and its bottom resting on (or just a couple pixels below) the horizontal line. Slumped has an automatic offset mode that allows you to give something appropriate offsets.

Take Slumped and give that PNG offsets. In "Offset type: normal" mode, the sprite should have its middle above the vertical line, and its bottom resting on (or just a couple pixels below) the horizontal line. Slumped has an automatic offset mode that allows you to give something appropriate offsets.
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Re: High resolution sprites / png
Gez wrote:The problem is simply that you do not have correct offsets for the sprite.
Take Slumped and give that PNG offsets. In "Offset type: normal" mode, the sprite should have its middle above the vertical line, and its bottom resting on (or just a couple pixels below) the horizontal line. Slumped has an automatic offset mode that allows you to give something appropriate offsets.
Yes, you're right! Now it works! Thank you very much!
John