Hi_Res

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Syfo-Dyas
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Hi_Res

Post by Syfo-Dyas »

As I've said, I've never worked with ZDOOM editing EVER. What I'd like to know, is what all I can do in hi-res? Textures, sound, sprites, etc. And for that matter, what are the specs I can use? How bit color can I support, how many colors per texture, etc.
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Graf Zahl
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Post by Graf Zahl »

With the next version I re-activated the HIRESTEX feature from ZDoomGL. That means you can define hires textures as much as you like. You can also do sprites but they require a little more setup. Specs will be released with the next version. This feature will support most known graphics formats I can load with the DevIL library. That means full True Color, JPGs and much more.
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Post by Syfo-Dyas »

I can't wait! :)
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Post by BetaSword »

That post right there just made my day so much more happy.
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Enjay
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Post by Enjay »

Graf Zahl wrote:This feature will support most known graphics formats I can load with the DevIL library. That means full True Color, JPGs and much more.
Which formats does DevIL support?

[edit] Hang on, a google tells me bmp, cut, dcx, dds, ico, gif, jpg, lbm, lif, mdl, pcd, pcx, pic, png, pnm, psd, psp, raw, sgi, tga, tif, wal, act, pal and Doom graphics.

Does this mean all these are now suppported? [/edit]
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Graf Zahl
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Post by Graf Zahl »

If you define them in HIRESTEX, yes - with the exception of .tif which DevIL cannot read from memory (only from files) Of course using DevIL for Doom graphics is rather useless and due to lack of palette support will always use the standard Doom palette - even in the other games.

But note that these textures are OpenGL only!
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