Problems with PK3 Directory style
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- Nash
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You can. The latest XWE beta can set offsets for PNGs whether they are on your hard disk, or inside a wad. Both will work.
Additionally, in the latest beta, there's an option that tells XWE to automatically save the offsets so you don't have to constantly go to the menu to "Apply offsets". That's a huge time saver.
http://ca.geocities.com/xwe@rogers.com get the latest beta.
WARNING be sure to make backups before starting XWE, and backup frequently (use the "Clean wad" command from the File menu) because the latest betas tend to crash a little more than usual!
Heed these words, take it from someone who's had some nasty experiences with the latest beta... but it's a necessary tool... argh...
Additionally, in the latest beta, there's an option that tells XWE to automatically save the offsets so you don't have to constantly go to the menu to "Apply offsets". That's a huge time saver.
http://ca.geocities.com/xwe@rogers.com get the latest beta.
WARNING be sure to make backups before starting XWE, and backup frequently (use the "Clean wad" command from the File menu) because the latest betas tend to crash a little more than usual!
Heed these words, take it from someone who's had some nasty experiences with the latest beta... but it's a necessary tool... argh...
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What a crazy situation this offsets with hires sprites issue is in ZDoom. SURELY you can come up with a better method?
We need to resolve the offsets issue in Doomsday too but SetPNG is simply not an option since we already support PNG, TGA, PCX and RAW for patches and more formats will likely follow. We certainly won't be creating tools such as SetPNG and using a nonstandard graphic format for each...
THIS IS NOT ME ATTACKING ZDOOM! I want to work with you guys to reach a decent solution to the problem.
Even doing something along the lines of adding special suffix rules to the file names would be better than requiring a tool such as SetPNG IMO.
EG:
filename-[x,y].png
We need to resolve the offsets issue in Doomsday too but SetPNG is simply not an option since we already support PNG, TGA, PCX and RAW for patches and more formats will likely follow. We certainly won't be creating tools such as SetPNG and using a nonstandard graphic format for each...
THIS IS NOT ME ATTACKING ZDOOM! I want to work with you guys to reach a decent solution to the problem.
Even doing something along the lines of adding special suffix rules to the file names would be better than requiring a tool such as SetPNG IMO.
EG:
filename-[x,y].png
- Enjay
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I don't see a huge problem with the current system. The Doom graphic format always had the ability to store its offset information so why not extend that principle to the a newer supported format which can hold information in a suitable way? Personally, I like the way it is being done ATM.
And there is always the hirestex-like replacement method should you be dead against png graphics or setpng.
And there is always the hirestex-like replacement method should you be dead against png graphics or setpng.
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- Graf Zahl
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DaniJ wrote:What a crazy situation this offsets with hires sprites issue is in ZDoom. SURELY you can come up with a better method?
We need to resolve the offsets issue in Doomsday too but SetPNG is simply not an option since we already support PNG, TGA, PCX and RAW for patches and more formats will likely follow. We certainly won't be creating tools such as SetPNG and using a nonstandard graphic format for each...
THIS IS NOT ME ATTACKING ZDOOM! I want to work with you guys to reach a decent solution to the problem.
Even doing something along the lines of adding special suffix rules to the file names would be better than requiring a tool such as SetPNG IMO.
EG:
filename-[x,y].png
Even if you find another method, don't forget that XWE already supports the SetPNG method so not supporting it seems even more counterproductive to me. It may be non-standard for other graphics software but it is supported by the most widely used Doom tool for such things.
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We are back to the same chestnut we seem to annually butt heads over - the need for WAD tools at all (other than map editors) considering the existence of ports supporting "real" files and PK3/folders on hd (but lets avoid that this time around
).
Does (G)ZDoom currently support setting patch offsets on NEW (i.e not hires replacement) graphic patches NOT loaded from WADs? This is the only scenario I am interested in atm.

Does (G)ZDoom currently support setting patch offsets on NEW (i.e not hires replacement) graphic patches NOT loaded from WADs? This is the only scenario I am interested in atm.
- Graf Zahl
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It loads everything in a ZIP the same as in a WAD, i.e. if it is in Doom patch format or PNG with offsets they are used.
As for WAD tools, you still need a visual tool to set offsets efficiently and for such purposes XWE and similar programs will never go away. I once was going through a large amount of sprites to adjust their offsets and I wouldn't ever want to do it manually.
As for WAD tools, you still need a visual tool to set offsets efficiently and for such purposes XWE and similar programs will never go away. I once was going through a large amount of sprites to adjust their offsets and I wouldn't ever want to do it manually.
- Enjay
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Yup, been there, done that. Setting a large number of sprites manually is a major pain in the hoop. Proper visual feedback from a tool designed for the purpose makes the process significantly easier.Graf Zahl wrote:I once was going through a large amount of sprites to adjust their offsets and I wouldn't ever want to do it manually.
- Tormentor667
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So that's what we need here!Enjay wrote:Yup, been there, done that. Setting a large number of sprites manually is a major pain in the hoop. Proper visual feedback from a tool designed for the purpose makes the process significantly easier.Graf Zahl wrote:I once was going through a large amount of sprites to adjust their offsets and I wouldn't ever want to do it manually.
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- Enjay
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Yup, it can do it both inside a WAD and with individual PNG files. I don't think it can do it with PNGs inside a zip yet.
Oh, and Torm, hopefully you've already checked this, but when you converted from BMP to PNG, did you make sure you set translucency for the PNG images. Remember, just leaving an area cyan, or magenta, or whatever will not do it. You need to save the PNG with translucency set for the areas you want to be see-through. I'd hate you to set the offsets for 3000 or so sprites only to find out they were useless and you had to start again.
Oh, and Torm, hopefully you've already checked this, but when you converted from BMP to PNG, did you make sure you set translucency for the PNG images. Remember, just leaving an area cyan, or magenta, or whatever will not do it. You need to save the PNG with translucency set for the areas you want to be see-through. I'd hate you to set the offsets for 3000 or so sprites only to find out they were useless and you had to start again.
- Tormentor667
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- Tormentor667
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Yeah ,I did do this by hand with Photoshop actions and worked fineEnjay wrote:Oh, and Torm, hopefully you've already checked this, but when you converted from BMP to PNG, did you make sure you set translucency for the PNG images. Remember, just leaving an area cyan, or magenta, or whatever will not do it. You need to save the PNG with translucency set for the areas you want to be see-through. I'd hate you to set the offsets for 3000 or so sprites only to find out they were useless and you had to start again.

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