[No] support for XCF and PSD images

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support for XCF and PSD images

Postby kram1024 » Wed Jan 04, 2012 7:52 am

I think that having the engine allowing XCF and PSD image (both layered raster images) would be nice since then you could expect zdoom itself to flatten the image at load time instead of having to dump a bmp/jpg/png/... to load in the wad.
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Re: support for XCF and PSD images

Postby Xaser » Wed Jan 04, 2012 7:54 am

This would not only take a bastardload more processing time, but also murder filesize to headdesk-worthy amounts, I'd imagine.
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Re: support for XCF and PSD images

Postby terranova » Wed Jan 04, 2012 7:54 am

kram1024 wrote:I think that having the engine allowing XCF and PSD image (both layered raster images) would be nice since then you could expect zdoom itself to flatten the image at load time instead of having to dump a bmp/jpg/png/... to load in the wad.

I seriously don't see why you would need to incorporate that. i'm pretty sure both can be "flattened" into truecolor PNGs easily, and take much, much less room that way.
This is just laziness.

/edit Xaser, y u so fast :p
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Re: support for XCF and PSD images

Postby Enjay » Wed Jan 04, 2012 8:02 am

terranova wrote:This is just laziness.

It certainly looks that way to me: wanting the native file format of your graphics editor to be supported simply because you can't be bothered picking an alternative format when using File/Save as...
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Re: support for XCF and PSD images

Postby Gez » Wed Jan 04, 2012 12:01 pm

If I had developer status, I'd have noed this already.

There is really no reason for ZDoom to support this image format. It takes a lot more space than a flattened version, and it's not like the engine is going to make use of these formats' specificities, since there are no concept of layers and no need to care about the command history. There is also no precedent for any game engine having its resource in such a format. In short, this has no benefit at all for ZDoom itself or for ZDoom users.
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Re: support for XCF and PSD images

Postby Project Dark Fox » Wed Jan 04, 2012 12:17 pm

"Oh HELL no!"
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Re: support for XCF and PSD images

Postby Nash » Wed Jan 04, 2012 1:19 pm

Add me to the "I don't see the point" crowd.
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Re: support for XCF and PSD images

Postby Graf Zahl » Wed Jan 04, 2012 3:12 pm

Ugh...
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Re: support for XCF and PSD images

Postby kram1024 » Thu Jan 05, 2012 11:40 pm

what about being able re-edit the same lump on the fly if need be, that is the real reason for the request. if the image is already layered, then you would not have to start all over again just because of a slight imperfection. that is what the point is. the other choice: a packager for wads that supports at least one of the two formats (gimp supports both) so that you could have a backup wad with the layered image and a distibutable one with pngs for playback only
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Re: support for XCF and PSD images

Postby Minigunner » Fri Jan 06, 2012 12:22 am

Do it yourself. Export each layer as its own PNG image, then use ZDoom's method of layered graphics.
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Re: support for XCF and PSD images

Postby kram1024 » Fri Jan 06, 2012 12:39 am

Minigunner wrote:Do it yourself. Export each layer as its own PNG image, then use ZDoom's method of layered graphics.

I have been trying to figure out how to do that for quite a while, thanks, since gimp can copy and past layers, I can dump and crop each gimp layer as its own png, then write a tool for converting layer offsets as viewable in a graphics editor into zdoom offsets and no extra features need to be added. I assume that it is now appropriate to lock down this post since I doubt anything useful will be added unless it attracts an unintentional flame or two.
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Re: support for XCF and PSD images

Postby TheDarkArchon » Fri Jan 06, 2012 3:16 am

Also, you could just save 2 copies, 1 in XCF or PSD, 1 flattened to PNG.
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