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.
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.
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.
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.
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
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.